REFACE This book is based upon the original work published in 1974 and three supplementary booklets published in the two year period after the initial release of DUNGEONS & DRAGONS. It is aimed solely at introducing the reader to the concepts of fantasy role playing and the basic play of this game. To this end it limits itself to basics. The rules contained herein allow only for the first three levels of player progression, and instructions for the game referee, the "Dungeon Master," are kept to the minimum necessary to allow him to conduct basic games. This is absolutely necessary because the game is completely openended, is subject to modification, expansion, and interpretation according to the desires of the group participating, and is in general not bounded by the conventional limitations of other types of games. This work is far more detailed and more easily understood than were the original booklets nonetheless, for with it, and the other basic components of the game, any intelligent and imaginative person can speedily understand and play DUNGEONS & DRAGONS as it was meant to be played. Players who desire to go beyond the basic game are directed to the ADVANCED DUNGEON & DRAGON books. We wish to extend our sincere thanks to the following individuals who helped to make this possible through their idea contributions: Brian Blume, Ernie Gygax, Tim Kask, Jeff Key, Rob Kuntz, Terry Kuntz, Alan Lucien, Steve Marsh, Mike Mornard, and Jim Ward.

FOREWORD FROM THE ORIGINAL EDITION ONCE UPON A TIME, long, long ago there was a little group known as the Castle and Crusade Society. Their fantasy rules were published, and to this writer's knowledge, brought about much of the current interest in fantasy wargaming. For a time the group grew and prospered, and Dave Arneson decided to begin a medieval fantasy campaign game for his active Twin Cities club. From the map of the "land" of the "Great Kingdom" and environs — the territory of C & C Society — Dave located a nice bog wherein to nest the weird enclave of "Blackmoor," a spot between the "Giant Kingdom" and the fearsome "Egg of Coot." From the CHAINMAIL fantasy rules he drew ideas for a far more complex and exciting game, and thus began a campaign which still thrives as of this writing! In due course the news reached my ears, and the result is what you have in your hands at this moment. While the C & C Society is no longer, its spirit lives on, and we believe that all wargamers who are interested in the medieval period, not just fantasy buffs, will enjoy playing DUNGEONS AND DRAGONS. Its possibilities go far beyond any previous offerings anywhere! While it is possible to play a single game, unrelated to any other game events past or future, it is the campaign for which these rules are designed. It is relatively simple to set up a fantasy campaign, and better still, it will cost almost nothing. In fact you will not even need miniature figures, although their occasional employment is recommended for real spectacle when battles are fought. A quick glance at the Equipment section of this booklet will reveal just how little is required. You have everything needed with this edition of the game except pencil and paper. The most extensive requirement is time. The campaign referee will have to have sufficient time to meet the demands of his players, he will have to devote a number of hours to laying out the maps of his "dungeons" and upper

terrain before the affair begins. The third booklet of this set will be of great help in this respect, for a number of helpful suggestions regarding how to accomplish it all have been given in order to help you accomplish the task with a minimum of time and effort. [This information is now included in the single book you have in your hand.] There should be no want of players, for there is unquestionably a fascination in this fantasy game — evidenced even by those who could not by any stretch of the imagination be termed ardent wargamers. The longevity of existing campaigns (notably "Blackmoor" in the Twin Cities and "Greyhawk" in Lake Geneva) and the demand for these rules from people outside these campaigns point towards a fantastic future. Tactical Studies Rules (now TSR Hobbies, Inc.) believes that of all forms of wargaming, fantasy will soon become the major contender for first place. The section of this booklet entitled Scope (now covered in the INTRODUCTION) will provide an idea of just how many possibilities are inherent in DUNGEONS AND DRAGONS. These rules are strictly fantasy. Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits, who feel no thrill upon reading Howard's Conan saga, who do not enjoy the de Camp & Pratt fantasies or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords against evil sorceries will not be likely to find DUNGEONS AND DRAGONS to their taste. But those whose imaginations know no bounds will find that these rules are the answer to their prayers. With this last bit of advice we invite you to read on and enjoy a "world" where the fantastic is fact and magic really works! E. Gary Gygax TSR Hobbies, Inc. 1 November 1973 Lake Geneva, Wisconsin

Also a female with high charisma will not be eaten by a dragon but kept captive. recovering bigger and more fabulous treasure! The
game is limited only by the inventiveness and
imagination of the players. 1 8 is as high
as one can get with three dice. After all six abilities have been rolled and record-
ing men. the fighting men. It will influence how a character can withstand being paralyzed or killed and raised from the dead. elves and dwarves.INTRODUCTION Dungeons & Dragons is a fantastic. The meaning of terms like "hit die. sex appeal and so forth. If a character has a high wisdom score ( 1 3 and over) he would do well as a cleric. They create their own map as they explore. Charisma is a combination of appearance. the characters can move from dungeon to
dungeon within the same magical universe if game referees are approximately the same in their handling
of play. pious clerics or wily thieves. etc. he or she should then read through the description of the sample dungeon. etc. any character with such a score should be considered for this class.1 2 is average. Read this whole book through. of course. There are advantages to fighting men with scores of 1 3 and higher when it comes to accumulating experience. but paper markers or chessman can be used effectively.
and then the players are ready to venture into the danger-filled depths of the dungeon!
CREATING CHARACTERS
There are six basic abilities for each character:
. exciting and
imaginative game of role playing for adults 1 2 years and up.
HOW TO USE THIS BOOK
The game requires at least two players. In addition. if the fighting gets hot there is a good probability they will run away. all as described below. Soon the adventurers are daring to go deeper and deeper into the dungeons on each game. halflings. it is possible for the characters of each player to be represented by miniature lead figures which can be purchased inexpensively from hobby stores or directly from TSR Hobbies. While only paper and pencil need be used. The game is more exciting and spectacular using the lead miniature figures mentioned above. battling more terrible monsters. dwarves and halflings have strong constitutions and a character should have a constitution greater than 9 to be a dwarf or a halfling. Strength is obviously important for fighters and is considered the prime requisite for that class. are resolved by rolling special polyhedral 20-sided dice which come with this game. and optionally. Clerics can perform miraculous spells even though they do not have special intelligence. Dexterity applies to speed and accuracy.
Constitution is a combination of health and endurance. A character of charisma below 1 3 can not hire more than 5 followers. intelligence. Each player creates a character or characters who may be dwarves. The dungeons are filled with fearsome monsters. Dexterity is the prime requisite for thieves. This decision is based on the
character's strongest abilities and the player's preferences.
harder to kill. pencil and paper for keeping records and maps. High intelligence also allows any character to learn additional languages. personality. equip the characters. which can be painted to each player's individual taste.
As the players engage in game after game their characters grow in power and ability: the magic users learn more magic spells. TABLE OF BONUS AND PENALTIES DUE TO ABILITIES
This table summarizes and adds to the description of the abilities given above. Its most important aspect is leadership. the thieves increase in cunning and ability." "fire missile at + 1 . the set of dice. fabulous treasure and frightful perils. The other players then create a character apiece. wisdom. dexterity and charisma. constitution. and. Each player starts a character by rolling three 6-sided dice for each characteristic. Since there are advantages to the magic-user if his intelligence is 1 3 or higher. A charismatic male defeated by a witch will not be turned into a frog but kept enchanted as her lover. someone with a charisma of 1 8 can win over a large number of followers (men or monsters) who will probably stand by him to the death. as explained later. secret rooms and caverns run by another player: the referee. " and "earned experience" will be made clear later.
The Dungeon Master designs the dungeons and makes careful maps on graph paper. so any character with a strength of 1 3 to 1 8 should be considered for the fighting class. tunnels. and second level (experienced) clerics can heal wounds. and so forth. The results of combat. if a group is playing together. The characters are then plunged into an adventure in a series of dungeons. elves. magic spells. and their loyalty will be luke-warm at best — that is. A score of 9 . one of whom is the Dungeon Master and has prepared the dungeon. throw the first spell or draw a weapon and strike the first blow. After one player has been chosen to be Dungeon Master. a table top to
represent the locality of the adventurers with some
form of markers for the characters and the monsters they encounter. so a character with a
strength of 1 8 would be super-powerful. magic-users. The players do not know where anything is located in the dungeons until the game begins and they enter the first passage or room. On the other hand. and scores of 1 3 and over in this ability make the character a good candidate for the thief class. Wisdom is the prime requisite for clerics. Halflings are also noted for their dexterity with weapons and a character should have a dexterity greater than 9 to be a halfling. monster attacks. Characters with high dexterity can get off the first arrow.. except for the Sample Dungeon section at the end. halflings or human fight-
strength. often called the Dungeon Master. fight with more deadly accuracy and are
ed on a separate piece of paper or other permanent
record for the character. the player decides what class
the character will be. and. one with a strength of 3 (lowest possible dice roll) would barely be able to lift his sword off the ground. Intelligence is the prime requisite for magic-users.

and can also cast spells like a magic-user. may be either good or evil. however can be employed. and dexterity can not be reduced. etc. of course. Thieves can raise their dexterity score by lowering intelligence 2 points and wisdom 1 point for each additional point of dexterity. climb sheer surfaces. however. halflings and dwarves can
Thieves — are humans with special abilities to
strike a deadly blow from behind. There are special rules for halflings. and magic-users can reduce it by 2 to gain 1 point for their prime requisites. slim of build. Fighting men.
Dwarves — are about four feet tall. Fighting men can use
any weapon and wear any kind of armor including magic weapons and magic armor. Magic-users and clerics can reduce their strength scores by 3 points and add 1 to their prime requisite for every 3. Elves can speak the languages of orcs. They are the only ones who can wield the +3 Magic War Hammer (described later). After they reach the fourth level of
experience they also increase their ability to get hits on an opponent. Thieves can wear nothing stronger than leather armor and can not carry shields. and carry non-edged weapons such as the mace or the quarter staff. This recognizes that one can practice and learn feats of fighting.
ADJUSTING ABILITY SCORES
It is possible to raise a character's scores in a prime requisite by lowering the scores of some of the other abilities. however. lawful or chaotic. Good clerics can often dispel the undead —
skeletons. Every thief has these abilities. and most of their spells remain the same. however. including magic armor. traps. They have the advantage (shared with clerics and some elves) of being able to work magical spells. Elves — are five or more feet in height. kobolds and goblins. stocky of build and weigh 150 pounds. he becomes increasingly powerful. but as they progress in experience they become better and better at it.
other members of an expedition should never completely trust them and they are quite as likely to steal
from their own party as from the Dungeon Master's
Fighting men. The types of spells and the way
ed experience
Prime requisite
Constitution Constitution Constitution Constitution Constitution
they are used are discussed in a later section. Magicusers. Dwarves can all speak the languages of gnomes. Constitution and charisma can not be altered. They wear long beards. In no case can any ability be lowered below 9. brown or grey. Thieves are not truly good
and are usually referred to as neutral or evil. unless they opt to be thieves.. but if he survives and rises in experience. they can see 60 feet in the dark. intelligence. move
with stealth. Fighting Men — any human character can be a
monsters.Prime requisite Prime requisite Prime requisite Prime requisite
1 5 or more
add 10% to earned experience
13-14 9-12
7-8 6 or less
18 17 15-16 7-14 6 or less
add 5% to earned experience no bonus
subtract 10% from earn-
can cast only one spell and must advance a level in experience before they can learn another. like dwarves. weigh about 1 2 0 pounds and have fair to tan skin. but must take a penalty in another area by so doing. shoulders very broad. their skin a ruddy tan. but experience levels that high are not discussed in this book and the reader is referred to the more complete rules in ADVANCED DUNGEONS & DRAGONS. including all magical weapons. A table for determining whether a thief has accomplished one of these feats is given later. zombies and their ilk as explained later. pick
locks and remove small traps such as poisoned needles. They are not paralyzed by the touch of ghouls. At the start. They can detect secret hidden doors about one-third of the time. They can. but not magical swords and other magical arms other than daggers. Clerics have their own special spells and unlike magicusers they begin with none. The cleric is forbidden by his religion from the drawing
subtract 20% from earned experience add 3 to each hit die add 2 to each hit die add 1 to each hit die no bonus subtract 1 from each hit
die but never less than
Dexterity
Dexterity Dexterity
1 3 or more 9-12 8 or less
1 fire any missile at +1
no bonus fire any missile at -1
of blood. are easy for them. Elves are a combination of fighting man and magic-user. they
. shifting wails and new construction about one-third of the time.
hide in shadows. lawful or
chaotic. listen for noises behind closed doors. etc. they can detect slanting passages. however. Clerics — are humans who have dedicated themselves to one or more of the gods. They have infravision and can see 60 feet in the dark. so that
reduce their Intelligence score by 2 points and add 1 to
their prime requisite for every 2. Depending on the god. use almost
all magical items. As they advance in
experience they increase their "hit dice" and are harder to kill. They can not do
other kinds of magic. As they advance in experience levels they gain the use of additional spells. Thieves above the third level of experience can read magic scrolls and books
and 80% of languages so that treasure maps. hobgoblins and gnolls as well as Elvish and the Common speech they share
fighting man and all halflings and dwarves are members of the fighter class. as described later. filch items and pick pockets. Thus the magic-user starts out as an extremely weak character. They can use all the weapons and armor of the fighting man. They are sturdy fighters and are especially resistant to magic as shown by their better saving throws against magical attack. the cleric may be good or evil. Spells for evil clerics differ slightly from those of good clerics. They can use
all the weapons of a fighting man including magic swords and magic daggers. Underground. wear armor. clerics. They may.
Magic-users — humans who elect to become magic-users must not wear armor and can carry only a
dagger for protection. dwarves and elves who wish to be thieves — these are given in ADVANCED DUNGEONS & DRAGONS. They have infravision. halflings and dwarves can reduce
their wisdom by 3 points. No swords or bows and arrows.

Heavy Saddle Saddle Bags
Cart
100 200 25 10
100
Wagon
Raft
200
40
Small Boat
Leather Armor
100
15
Composite Bow
Light Crossbow Heavy Crossbow Quiver of 20 Arrows
50
15 25 10
desired. of course. At the Dungeon Master's discretion a character can be anything his or her player wants him to be. They are like dwarves in their resistance to magic. and a Japanese Samurai fighting man. 6-sided. dwarven. they also use a 1 to 6 point spread due to their size. For the number of "hit points" roll the proper sided die mentioned below. The player is responsible for
Chain-type Mail Plate Mail Helmet Shield
30 50 10 10
keeping a record of the character's bonuses and
penalties. generate random numbers from 1 to 8. ability scores and other information is recorded by the player on a separate sheet
of paper or other record.
ADDITIONAL CHARACTER CLASSES There are a number of other character types which are detailed in ADVANCED DUNGEONS & DRAGONS.
Gold owned by the character initially is determined by rolling three 6-sided dice and multiplying the result by 10. The character's name. There are half elves. how much gold he
owns. etc. they have the advantages of both fighting men and magic-users as well as certain special capabilities of their own. by a clerical healing spell. what weapons and other items he carries. However. and
gold pieces are taken away accordingly (players may sell to one another. elven. In combat. From this amount the character must outfit himself." If his hit score falls to zero he is dead. There are two more important die roles to be made
for each character.
Players decide what class they want their character to be and make any adjustments in prime requisite
Item
Dagger Hand Axe Mace Sword Battle Axe Morning Star Flail Spear
Pole Arm
Cost 3 3 5 10 7 6 8 2
7
Item
Case with 30 Quarrels Silver Tipped Arrow Mule Draft Horse
Light Horse
Cost 10
5
20 Arrows/30 Quarrels
5 20 30
40
Halberd Two-Handed Sword Lance Pike
Short Bow Long Bow
7 15 4 5
25 40
Warhorse.with men.) Fighters. and then gold pieces would be transferred). These are subtracted from the character's "hit points. if the character is alive. Elves progress in level as both fighting men and magic-users. an expedition might include. but no character can have less than 1 point per level regardless of subtractions.
. halflingish). There are sub-classes of the four basic classes. Medium Warhorse. The result is the number of gold pieces owned. they progress more slowly than other characters. The die pertaining to players' character type is rolled once per level of experience. In addition. 3 feet high. clerics from 1 to 6. Characters must always start out inexperienced and relatively weak and build on their experience. Thus. and players should accustom themselves to regular play before adding further complexities. small
Cost
15
Barding (Horse Armor)
First generate a random number for "hit points. This represents the amount of damage the character can take. bunch
25 10
Garlic. a centaur. Elves use a spread of from 1 to 6 as they are both fighters (1-8) and magic-users ( 1 4). (See the section EXPERIENCE POINTS AND EXPERIENCE LEVELS. Note that constitution can add or subtract hit points. bud 5 Wine. a lawful werebear. quart 1 Iron rations (for dungeon expeditions) 1 person/
1 week
Standard rations for 1
15
5
Flask of Oil
Tinder Box
2
3
person/1 week
3 Stakes & Mallet
Steel Mirror
3
5
Other items cost may be calculated by comparing to similar items listed above. Although halflings are always fighters.
50' of Rope 10' Pole
1 2 Iron Spikes
1 1
1
Wooden Cross
Silver Cross
2
25
Small Sack Large Sack Leather Back Pack Water/Wine Skin 6 Torches
Lantern
1 2 5 1 1
10
Holy Water/Vial Wolvesbane. in addition to the four basic classes and races (human. any damage he takes. Halflings — are short. dwarves and hobbits. Out-of-doors they are difficult to see. little folk with several special abilities. class. illusionists and witches (magic-users). 4-sided. Characters can be either male or female.
Item
Cost
10 5
Item
Silver Mirror. rules for characters who possess the rare talent of psionic ability are detailed. but since each game nets them experience in both categories equally. and assassins (thieves). Special characteristics for dwarven." To generate the numbers roll the special dice in this game — 8-sided. for a beginning campaign these additions are not necessary. Hit points can be restored. and magicusers and thieves from 1 to 4. and halfling thieves are given. They can use all the weapons and armor of a fighting man as long as it is "cut down" to their size. a healing potion or some other magical item. Each day of rest and recuperation back "home" will regenerate 1 to 3 of his hit points for the next adventure. including dwarves. a dice roll will be made to determine the number of damage points inflicted. Thus. elven. if a character receives a blow. Otherwise he must continue on in his wounded state until the game is over and he returns to the surface. Halflings are extremely accurate with missiles and fire any missile at + 1 . having the ability to vanish into woods or undergrowth. They are: paladins and rangers (fighting men).
COST OF EQUIPMENT & WEAPONS
Selection of items is strictly up to the players. monks and druids (clerics).

that the term "monster" includes men found in the dungeons. The new character. are motivated by self interest and may steal from their companions or betray them if it is in their own best interest. so in this way some highlevel characters can. arbitrarily. if you can find one! Also.
character. for example). however. the lead figure (if used) representing his body is removed from the table. and the referee must determine expenditures (rolling a 6-sided die for 100's of gold pieces is suggested). the player must make an offer to tempt the desired character type into his service. When this happens an offer of service can be made (assuming that communication is possible) as outlined later in the HOSTILE-FRIENDLY REACTION TABLE.
and let some fresh. such as all thieves. that sometimes a character like this will survive and advance to a position of power and importance. and such monsters are salable. of course. Note that the code of lawful good characters insures that they would tell everyone that they are lawful. The player wishing to hire a nonplayer character "advertises" by posting notices at inns and taverns. The Dungeon Master will act out the part of the prospective employee. There is enough chance in the dungeon encounters. Another character would then be rolled to take his place. magic-users and elves desire magical items.
NUMBERS OF CHARACTERS
Most Dungeon Masters allow a player only one (or perhaps two characters) at a time. There: is no reason. However it is possible that players will be desirous of acquiring a regular entourage of various character types.). Some reward must be offered to a monster in order to induce it into service (not just sparing its life. A seventh level cleric can raise the dead."HOPELESS CHARACTERS"
Sometimes the universe of chance allows a character to appear who is below average in everything. however. starts with no experience. unless it is eaten by the monsters or carried off by his comrades to be returned to his family. charisma allowing or through a charm spell. An example of such behavior would be a "good" character who kills or tortures a prisoner." wealthy and covered with glory. Lawful characters always act according to a highly regulated code of behavior.
LAMMASU
GOOD
BRASS DRAGON
BLINK DOG
CHAOS
LAW
APE
NEUTRAL
COCKATRICE
BEHOLDER
BUGBEAR
BLUE DRAGON
EVIL
DEMON
. A man or intelligent monster can surrender or become subdued. such a character might be declared unsuitable for dangerous adventures and left at home. etc. Chaotic characters are quite unpredictable and can not be depended upon to do anything except the unexpected . then for the next game the player rolls a new character. Note. i. Neutral characters.
CHARACTER ALIGNMENT
Characters may be lawful (good or evil). making whatever kind of deal would be appropriate. frequents public places seeking the desired hireling. A character may be allowed to designate a "relative" who will inherit his wealth and possessions (after paying a 10% tax) on his death or disappearance. As a rule of thumb. Once some response has been obtained. however. If the Dungeon Master feels that a character has begun to behave in a manner inconsistent with his declared alignment he may rule that he or she has changed alignment and penalize the character with a loss of experience points. If a character is killed. Monsters can sometimes be lured into service if they are of the same basic alignment as the player-
whether for good or evil. At times this may be nothing more than a band of mercenaries hired to participate in and share the profits from some adventure. dwarves are more interested in gold. At the Dungeon Master's discretion. monsters.they are often. When a character is killed. why a character could not
choose to "retire. but not always. Players may choose any alignment they want and need not reveal it to others. or sends messengers to whatever place the desired character type would be found (elfland. hot-blooded adventurer take the risks.e. wish rings and other magic can restore the deceased adventurer to his comrades and friends!
NON-PLAYER CHARACTERS
in ail probability the referee will find it beneficial to allow participants in the campaign to "hire into service" one or more characters. or they can be charmed and thus ordered to serve. a minimum offer of 100 gold pieces would be required to tempt a human into service. first level. Subdued monsters will obey for a time without need to check their reactions. This costs money and takes time. be brought into a character's service. Non-player characters can be hired as follows: Only the lowest level of character types can be hired. neutral or
chaotic (good or e v i l ) . and clerics want some assurance of having a place of worship in which to house themselves. dwarf-land. or any army of some form. of course. evil.. There are some magical items that can be used only by one alignment of characters.

All other creatures and monsters which can speak have their own language. shoulder slung. and neutrality also have common languages spoken by each respectively. so it will be 60 feet closer when the search is completed. dwarves. Let us hope the party remembered to have somebody watch the rear! Time must be taken to rest. lawful evil. distances are often given in inches. and pointy hat he notes that he is bringing the following equipment with him:
TIME AND MOVEMENT IN THE DUNGEONS
A fully armoured man can move 1 2 0 feet per turn at a cautious walk. Magic swords
fully armored man. plus five others as selected. Example: The magic-user. Let us say a party has come to a blank wall and decides to search it for secret doors. one turn out of every six. as can all monsters (and this term
Movement
unarmored. A character carrying 300 gold pieces would not be considered to be heavily loaded — assuming that the other equipment he or she carried was not excessive — for 300 gold pieces are assumed to weigh about 30 pounds. For game purposes all
forms of coins weigh the same. Unbeknownst to the adventurers. Faster speeds can be allowed for charging or a short sprint. loin cloth. and carrying a heavy load only half that. In order to give players a better idea of just how encumbered they are by equipment and subsequent additions of treasure to their load. Lawful good. The Dungeon Master says it will take one turn for one character to search a 1 0 foot section of wall. In addition to his normal garb of boots. common. Elves and dwarves can see 60 feet in the dark. Thus. The Dungeon Master consults his table of monsters and sees that the worm travels 60 feet per turn. he may have to throw away heavy treasure or armor in order to escape. i.
ENCUMBRANCE
A back pack or sack will hold weight which equals
approximately 300 gold pieces. robe. 2 inches = 20 feet. creatures who speak a divisional tongue will recognize a hostile one and attack.. a monstrous purple worm is coming toward them down a side corridor. alignment. of course.e. Characters with an Intelligence above 1 0 may learn additional languages. although some (20%) also know the common one. other in boot) 1 back pack
1 large sack (in pack) 1 — 50' coil of rope (in pack) 1 standard rations (in pack)
1 small sack (in pack)
1 2 iron spikes (in small sack in pack) 1 quart wine (in pack)
1 small sack. Magic-users spells and some magic items will enable the speaking and understanding of languages.e. will attract monsters who live in the dark and will also warn them that the party is ap-
loaded
running. etc. not actual) in the characters' magical universe. as the weight of the other equipment normally carried will make the character's load in the neighborhood of 75 pounds minimum (a fighting man will be far more loaded down. but humans and hobbits will need artificial
light or be reduced to half speed or less. one language for every point above 1 0 in intelligence. etc. If a character is being pursued. girdle. While not understanding the language. chaotic evil. elves. a man with an intelligence level of 1 5 could speak seven languages. or one of the divisional languages (lawful good. Either allow the bearer to see 30 feet. Each turn takes ten minutes (scale time. it is suggested that they note on a sheet of paper just where or how each item they have with them is stored or carried. an armored man 120 feet. Malchor. is about to set off on a dungeon exploring expedition. Artificial light. A good torch will burn for six turns. A character with 600 gold pieces is likely to be considered as being heavily loaded. unencumbered man
Exploring/ Moving Mapping Normally 240 480
embraces all of the evil characters of the Dungeon Master). but it is assumed that such individuals are trained to be stronger and so able to carry more weight). left side 2 flasks of oil (shoulder sack)
2 vials holy water (shoulder sack) 1 garlic bud (shoulder sack) 1 wolvesbane bunch (shoulder sack)
20 gold pieces (in purse hidden under robe)
1 1 1 1 water skin.
Since DUNGEONS & DRAGONS was originally written for wargamers who are used to miniature figures. One can attempt to communicate through the common tongue. so one turn every hour should be spent motionless — i. language particular to a creature class. Inches can be converted to feet by multiplying by ten: 1 inch = 1 0 feet.
2 daggers ( 1 in girdle. unarmored ( X 3) running. shoulder slung. If the party has been running (triple normal speed) they will need two turns to rest.LANGUAGES
The "common tongue" spoken through the "continent" is known by most humans. each round lasting ten seconds. armored (X 3)
. but the party may have to
resort to torches or lanterns. right side tinder box (tucked in girdle) lantern. however. filled with oil (left hand) — 10' pole (right hand)
MOVEMENT TABLE
LIGHT Feet/turn
Most dungeons are dark. In the players' universe arguments sometimes develop and a turn may take considerably longer! Each turn is ten minutes except during combat where there are ten melee rounds per turn. and hobbits. An unarmoured and unencumbered man can move 240 feet per turn.). chaotic good. or
carrying heavy load fully armored AND heavily
120 60 720 360
240 120
and some staves shed light. This scales the movement appropriately for maneuvering the figures on the top of a gaming table. while a flask of oil in a lantern will last 24 turns.

wights. If justification is needed. roll a sixsided die and a 1 or 2 means they sense something there. or draw weapons and attack before the monster can react.2 )
Die 1 2
3
Orcs (2-5) Skeletons/Zombies ( 1 . WANDERING MONSTERS
Many dungeons contain traps. wraiths. run. indicates that they have heard something. First level adventurers encountering monsters typically found on the first level of a dungeon should be faced with roughly equal numbers.4 / 1 . DOORS. and then adjust the number according to your modification. other characters on a roll of 1 or 2. However. thus attracting less attention than a large group. however. TRAPS. When the characters come to a door they may listen to detect any sound within. At the end of each three turns the Dungeon Master can roll a die to see if a wandering monster has come down the corridor. If it is uncertain how far away the monster is.3 )
Die 1 2 3 4
5
Dwarves (4-16) Elves (3-12) Giant Ticks ( 1 .8 9-11 12
Two 1-3 4-9 10-12
Three
1
2-4
5-12
WANDERING MONSTER TABLE One Level Below Ground Kobolds (3-12) Goblins (2-8)
Warriors/Seers ( 1 . shoot arrows.4 ) Bandits (2-5) Berserkers (1-4) Stirges (2-5) Adepts/Footpads ( 1 . A roll of 1 or 2 indicates that a door has been
forced open. or the first level monsters were encountered on the second level of the dungeon. or the wandering creatures may be selected from a table by random number generation. 1 or 2 for elves. unless held or spiked shut.4 ) Swordsmen (2-5) Conjurers (1-4) Priests (2-5)
Robbers ( 1 .
The referee could then place a figure representing the
in the floor.2 ) Dopplegangers ( 1 . such as a guard of skeletons or goblins that walks up and down the main corridor every five turns. Of course.e. etc.4 ) Ochre Jelly ( 1 )
6 7 8 9 10 1 1 12
10
. wall. If the party surprises a monster they get an opportunity to cast a spell. a party of three would encounter 2-6 orcs. a roll of 1 or 2 indicates that the trap was sprung and he has fallen in. Surprise may occur whenever one party is unaware of the presence of the other. If elves pass by a secret door or passage.4 ) Grey O o z e ( 1 ) Blink Dogs (2-5) Harpies (1-3) Wererats ( 1 . The number of wandering monsters appearing should be roughly equal to the strength of the party encountering them. taking one or more 6-sided. a roll of 5 + 2 = 7 or 70 feet). if the party were second level. Doors open automatically for monsters. Where a slash (/) appears between two monsters. very quiet. if figures are being used. SECRET DOORS. A roll of a 1 or 2 on a six-sided die means the party or the monsters were surprised. If the party has someone watching they will see or hear the monster up to 1 2 0 feet away unless it is coming around a corner. Of course.6 / 1 . Numbers shown should not be reduced below the lowest number shown. the number of wandering monsters encountered should be doubled. if there is anything to hear.
dice of damage. etc. roll again to see which of the two appears. Modify the number as required to suit the situation.
Doors are usually closed and often stuck or locked. 3 . shut the door.
roll two six-sided die and multiply by 10.4 )
Die 1 2 3 4 5 6 7
8
Three Levels Below Ground Hobgoblins (5-20) Gnolls (4-16) Bugbears (2-8) Ogres ( 1 .proaching. The basic number of monsters appearing in an encounter with wandering monsters is shown in parentheses after each monster. if the party has to hit the door several time's before getting their roll of 1 or 2. panel. If a character passes over one a six-sided
die is rolled. Doors opened will usually shut automatically unless spiked or wedged open.
They have to have the locks picked or be smashed open. the Dungeon Master will lessen these possibilities in lower levels of the dungeon. i. spectres and vampires — make no noise unless they wish to. The result is the distance in feet (i. The "Undead" — skeletons. there is
no possibility of surprising the occupants of the room.
Level Beneath Consult Monster Level Table Number the Surface 1 2 3 One Die Roll— 1 .4 ) Dwarves (2-5) Elves (1-6) Gelatinous Cube ( 1 )
4 5 6 7 8 9 10 11 12
Two Levels Below Ground Orcs (5-20) Hobgoblins (2-8) Gnolls (2-5) Ghouls ( 1 . In a like manner.3 / 1 . If the party is searching for a secret door then an elf will locate it on a roll of 1 to 4.e. Roll the appropriate die or dice to generate the random number falling within the parameters indicated for the possible number of the specific type of monster the party has encountered. and powerful characters will similarly bring more numbers of monsters. simply consider that a small party is relatively quiet. mummies. such as trap doors
come "strolling" along. the number of monsters should be tripled for third level adventures or in the third level of the dungeon if the monsters appearing are first level.3 ) Carrion Crawler ( 1 )
9 10 11 12
Displacer Beasts ( 1 . etc. The party gets one try at listening to any door. A character surprised by a monster may drop whatever he is holding — on a die roll of 6 — and the monster gains first reaction (which means it will usually charge to attack the party). A die roll of 1 for
humans. ghouls. Note that elves and dwarves lose their ability to see 60 feet if there is light within 30 feet of them. SURPRISES.1 2 giant rats. A roll of 6 means that something has
monster or monsters on the table at the appropriate distance from the adventurers.4 )
Wights ( 1 . dwarves and halflings. zombies. The wandering monsters may be pre-selected by the Dungeon Master.

into gold piece value.) Treasure is usually divided equally among members of the party and therefore the experience is also. he should gain some experience points but not necessarily all of them!
6-8
Uncertain. have paralytic touch.
but Halflings use a six-sided die for hit points. Clerics can call upon more spells and increase their powers of turning away the undead. friendly 12 Enthusiastic. He is therefore only allowed the number of points that would take him up to second level and almost up to third. Magic-users and clerics increase the number of spells they can use with each new level.Obviously. use or hurl missiles.000 points would move him up two levels. roll again
9 . because
4. Magic-users retain the spells they already have and select new ones from the appropriate list. ELVES. see TREASURE and BASE TREASURE VALUES. volunteers help The Dungeon Master should make adjustments if the party spokesman has high charisma or offers special inducements. There is no theoretical limit to the number of levels a character may progress ( 1 5 t h level fighting man. The new die is rolled and the score added to his current number of hits. Convert jewelry. (For more information regarding treasure. not 5. Burning oil will deter monsters (referee's discretion). etc. HALFLINGS AND ELVES Halflings and Dwarves progress as fighting men. To determine the reaction of such creatures. Unintelligent monsters will stop to pick up food half the time (roll 1 . treasure and monsters defeated.). etc. etc. For example.
. if a third level fighting man killed the first
DWARVES.4 sided 2-4 sided
A B
3 (Robber)
2400
3-4 sided
C
If the defeated monster is lower in level than the character who overcomes him. Thieves increase their abilities.
loot.
As a character goes up a level he increases his hit dice.
FIGHTING MEN.6 sided 0
2 (Adept)
3 (Priest)
1500
3000
2-6 sided
3-6 sided
1
2
5
5+ 1
THIEVES
Special abilities of the monster would indicate
monsters which regenerate. The experience points for the kill are multiplied
by a fraction: monster's level/character's level. Experience for treasure recovered is on the basis of 1 point for every gold piece.
level orc he generates 1/3 the experience points. one character gets more of the
discussed in this book. Some may offer aid and assistance. 1 second level
CLERICS
1 (Acolyte) 0 1 . HALFLINGS AND DWARVES Experience Points Hit Dice 1 (Veteran) 0 1-8 sided 2 (Warrior) 2000 2-8 sided 3 (Swordsman) 4000 3-8 sided Level MAGIC-USERS
Spells
0
0 0
Experience Points for Monsters Overcome
Monster's Hit Dice Value Bonus for Special Abilities
1
(Medium)
0
1-4 sided 2-4 sided 3-4 sided
1 first
Under 1 1 1 + 1
2 2+1 3 3+1
4 4+ 1
5 10 15 20 35 50 75 125 175 225
level spell
3
4
2 (Seer) 3 (Conjurer)
2500 5000
2 first
level spells
5 15 25 50 75 125 175
2 first level. 1 4 t h level wizard. If one character sneaks out of the dungeon with all the treasure while the rest of
Reaction
Attacks immediately! Hostile reaction
the party is being eaten. roll 2 dice: HOSTILE/FRIENDLY REACTION TABLE Score
2 3-5
expedition. If the party decides to flee they may be able to delay pursuit by discarding some of their possessions. then he should get the additional experience points. less experience is gained.
1 (Apprentice) 2 (Footpad)
0 1200
1 .3 ) . He therefore
receives 3.
No more experience points should be awarded for a single game than will move a character up one e x perience "level. for some reason. The Dungeon Master usually takes all the experience earn11
They use a six-sided die for hits. Monsters killed or overcome by magic or wits are worth experience points to be divided among the entire party. such as a thief stealing gems from the saddle bags
on the way home. Elves progress in two areas — fighting man and magic-user. but only the first three levels are
EXPERIENCE POINTS AND EXPERIENCE LEVELS
Accumulated experience is measured by experience points. Experience points are awarded on the basis of treasure obtained and monsters killed or subdued." Thus if a first level fighting men earns 5000 experience points this would ordinarily move him up two levels (see table below).999 experience points. gems.000. and
divides it equally among all surviving members cf the
be hostile.
Remember that characters with high scores in their prime requisite get a bonus of experience points. some of these creatures will not always
ed by the party. If. have
poison.1 1 Accepts offer.3 on a 6-sided die) and intelligent monsters will stop for treasure half the time (roll 1 . The Dungeon Master should have the option of
lowering the number of experience points gained under special circumstances. make another offer.

We are talking. Level is used in reference to monsters to indicate how tough and ferocious they are. He is not seen. Thus a monster's level usually indicates its hit dice and special abilities. Most dungeons are constructed of deeper and deeper levels below the surface. is rolled on a six-sided die like anyone else.
USE OF THE WORD LEVEL
The word level is used in the game to mean successively deeper strata of the dungeon labyrinths. He rolls a red 0 and a white 2. When a higher level cleric dispels an undead monster it disappears and is gone forever. character level and spell level. . or greater than.EXPLANATION OF THIEF'S ABILITIES
open lock 15% remove trap 10%
pick pocket 20%
move silently 20% move silently 25% move silently 30%
hide in shadows 10%
open lock
20%
remove trap 15%
pick pocket 25%
hide in
shadows 15% hide in shadows 20%
C
open lock 25%
remove trap 20%
pick pocket
30%
hear noise roll of 1-2 hear noise roll of 1-2 hear noise roll of 1-3
When the determination of a percentage probability is called for. will not touch him and flee from his immediate vicinity if they can. Roll two 6-sided dice. A "T" means the monsters are automatically turned away. much less than the score of 10% he needs for success. . therefore of dungeon level. . but his ability improves as he advances in experience. ." and higher level clerics can dispel them. Drego is alone in a dark corridor when a party of evil warriors walks by. because no matter how long he works on the lock there is only a 1 5 % chance that an inexperienced thief can get it open. although not exclusively. If there is more than one of the undead. Also. Drego the thief tries to pick the lock on a treasure chest. Usually the dungeon level indicates how difficult it is. Roll 2 such die (or one die twice) and designate 1 die the tens and one the units. He is allowed only that one try one roll of the dice — to open it. He announces that he will hide in the shadows. . up to 2 dice in number 12
. He is a first level thief so he needs a roll of 01 % to 1 5 % on the dice. my 6th level magicuser encountered a 5th level monster and attacked it with a 3rd level spell!" The multiple usage of the term "level" will become quite familiar and not at all confusing once players have participated in a few sessions of the game. secret panels. 02%. the number given in the table it means the cleric has been successful in turning the undead and a second die roll can be used to determine how many have been affected. as in the thieves table above. Thus.
CLERICS VS. Such an area of the dungeon would be particularly dangerous for first level characters and probably should not be attempted until they have more experience. . When a cleric of the first three level confronts one or more of the undead. is worth many more experience points than a first level orc. consult the table below. The numbers
ster level. UNDEAD TABLE Cleric Level
1 2 3
Skeleton
7 T T
Zombie
9 7 T
Ghoul
11 9 7
Undead Type Wight Wraith
no effect. A fifth level monster. Let us say a red die will be tens. The thief's ability to hear noise at closed doors. and is a measure of how hard it is to kill. Later. If the cleric turns the undead away they retreat before him. the third level of a dungeon would contain monsters primarily drawn from the third level. Then a roll of red 6 and white 2 with a pair of dice is 62%. use the 20-sided die.
on the table indicate that the cleric may be able to turn the undead. 9 11
Mummy
Spectre
Vampire
no effect
Number = score needed to turn away T = automatically turned away. such as a 5-headed hydra. He rolls red 3 and white 0 — a 30% and not good enough to open the lock. etc. characters advance in experience by level and at each new level they increase their hit dice (the amount of damage they can take) and increase in special abilities such as theft or magic. . . mon-
CLERICAL ABILITIES
Clerics have the ability to turn away the "undead. . 11 no effect. . Example:
"While on the 4th dungeon level. roll two 6-sided dice to see how many are turned away. . if the roll is equal to.

and poor Malchor must try tor another spell.e. subject to the rules above and the restrictions given below.
17
14
13
15 14 13 14 12
16 15 15
14
13
14 12 11
12 13 11 10
Hobgoblin. after all that. His intelligence is only 1 0 (equal to maybe an IQ of 100!) and he can not have studied and copied into his books all the spells listed under Book of First Level Spells (this list is given later). as shown in the table below. as the spell is recited it fades from the spell-caster's mind and he can not use it again! He must go back to his study and re-learn the spell. take full damage from dragon's breath. This takes at least 1 day. In some cases the spell may require substances or apparatus. This die roll is called a "saving throw" because if you roll the correct number (given in the chart below) or any higher number. the first number being tens and the second units. amulets. the magic-user writes it into his book and may use the spell. only one. Certain magical items which can be found in dungeons can be used by magic-users. A roll of anything less than 51 means the spell is available. through the expenditure of much money for research. Goblin. a sleep spell requires a pinch of sand. Intelligence of Magic-User 3-4 5-7 8-9 10-12 13-14
% Chance to Know Number of Spells Any Given Spell Knowable per Level
Minimum Maximum
20% 30%
40% 50% 65% 75% 85% 95%
2 2 3
4 5 6 7
3
4 5 6 8 10
15-16
17
All
18
All
Let us suppose that old Malchor the first level magicuser is planning on going on a dangerous quest. Further study and experience with magic expands his ability and when he reaches second level he can carry two spells in his head!
SAVING THROWS
Even when a magical spell has been properly thrown. Thus there are magic wands.MAGIC SPELLS
A first level magic-user (medium) or a second level cleric (adept) may cast one spell. Always assume that more than 1 day has passed between expeditions.e. have in their magic book) at a cost of 100 gold pieces and 1 week's work for each spell of the first level. he can only memorize one spell. Magic users may make a scroll of a spell they already "know" (i. If he is a first level. He then has a 20% chance of success. The magic-user acquires books containing the spells. he gets to try again. the magic-user must spend 2000 gold pieces per level of spell and one week of time. Once the spell is in his magic books. Scrolls are written in magic runes that fade from the page as they are read. and he certainly can not cast a spell while engaged in combat. the study of which allows him to memorize a spell for use. Thief. That depends on his in13
Saving Throw Table — Levels 1 to 3
(Use a 20-sided die)
Magic Wand
Spell or Magic Staff
Death Ray
or Poison
to Stone
Turned
Class
Normal man. you are turned to stone. This rule places great limitations on the magicuser's power. you are unaffected or "saved. If the die are different colors decide in advance which is the tens die. it is not. etc. so a scroll also can only be used once. such as conjuring a water elemental (5th level) requires the presence of water. but the appropriate time lag must be carefully noted. 51 or above. A magic-user must concentrate on his spell. Kobold. scrolls and similar items which gave the user magical powers just as if he had a magic spell. Scoring the
Dragon Breath
16 15 16 16 14
. so he can not cast a spell and walk or run at the same time. 200 gold pieces and 2 weeks for a second level spell (if the magic-user is third level). etc. but being a first level magic-user. This means that a magic-user bound and gagged can not use his magic. however. He does not necessarily get to choose from the entire list of first level spells. it does not always work. Then. He can then throw the spell by saying the magic words and making gestures with his hands. One is to have the spell written out on a magic scroll. The most he can have available is 6 and the least 4 (maximum and minimum from the table above). Some of these are described later under
telligence. He gets to choose the spell he will memorize from his books and he does this before the expedition starts off.
It is also possible for a magic-user. etc. the spell may not work! More important. potions. Malchor can memorize it for use. etc. Incidentally. Anyone subjected to magical attack rolls a special die to see if the magic took effect (see below).
Magic-user
Cleric
Dwarves & Halflings
Failure to make the total indicated results in the weapon having full effect. staves. so that a magic-user who leaves the dungeon and goes home may start a new game with all his spells ready. using the system described earlier."
TREASURE. and often only by magic-users. The number of spells a magic-user may employ during an adventure is determined by what level magic-user he may be. Magic-users can not bring their magic books into the dungeon with them. His chance to "know" this spell — have it available in his books is 50% (from the table) — so two 20-sided dice are rolled to give a percentage. to create new spells. rings. but there are ways to partially overcome them. if he goes through the entire list without getting his minimum of 4 spells. The game player would like to give him the Sleep Spell. The player rolls two 20-sided dice and reads them off. Fighting Man. i. The Dungeon Master must agree that the spell is appropriate to the level of the character trying to create it. and as they go up in experience points the number of spells increases. A roll of 20 or anything less than 20 means the spell research was successful.

The same applies to monsters using clerical-type magic. It does not affect the undead or large monsters. Range: 120 feet
This spell applies to all two legged. 3 = 1 3 . Only one object or thing can be affected by the spell. Range: 60 feet. Range: 120 feet. for example. paralyzation. etc. Light — Level 1 . to discover if some item is magical. Duration 2 . generally mammalian humanoids of approximately man size including sprites. death ray. make a door stronger. Duration: 6 + level of spell caster in turns 14
. fire ball. 2 = 1 2 . a door has been "held" or "wizard locked. The possibility of the entity breaking free from the charm spell later depends upon its intelligence. the magic-user need simply speak his desire. etc. a strong anti-magical creature like a Balrog will shatter it and a knock spell will open it. kobolds. It doubles the size of non-living matter. Duration. Duration: 2 turns A spell to determine if there has been some enchantment laid on a person. Monsters use the table above. In cases where the object is very large. Duration: 1 + level of spell caster in turns This spell increases the size and mass of the object upon which it is cast. count each hit die as one level. Unmarked 0 = 10. There are many special cases. It will. Note it will not add to the magical nature of any object. 1 . It is similar to a locking spell (see below) but it is not permanent. Large or powerful creatures like demons. Roll two 6-sided dice to determine the duration of the spell in turns. Once cast. The undead are unaffected by poison (except zombies who are poisoned by salt) and unaffected by spells which require a living mind: sleep. It is useful. as an enlargement spell will cause it to be twice as thick. for example. the spell is limited by a volume equal to 1 2 cubic feet/level of the spell caster. wand of cold and staves).e. Higher level monsters are tougher and more resistant to magic. most monsters being considered as fighters for purposes of saving throw. This die will also be used to determine the results of combat from the combat table. i. If the spell is successful it will cause the charmed entity to come completely under the influence of the magic-user. polymorph) or half damage (from dragon breath. lightning. The magic-user can cause them to move. so there is no need for continued concentration. poison. 2. stone. Numbers can be generated as follows: Mark one set of faces on a 20-sided die by coloring with a red permanent marker on one of each faces — 0. a 1 0 t h level magicuser could enlarge an object up to 1 2 0 cubic feet in volume. marked 0 = 20. For conversion of monsters to the table. Range: 1 20 feet. Range: 1 0 feet. and the caster must be able to see or touch the object or thing in order to make the spell work. balrogs and dragons may be highly resistant to certain kinds of spells especially if thrown by a magic-user of lower level than their own level." etc.
MAGIC-USER SPELLS Book of First Level Spells:
Charm Person Dancing Lights
Detect Magic Enlargements Hold Portal Light Magic Missile Audible Glamer Continual Light Darkness Detect Evil Detect Invisible
Protection from Evil Read Languages Read Magic Shield Sleep Tenser's Floating Disc Ventriloquism
Locate Object
Magic Mouth
Book of Second Level Spells:
ESP
Invisibility Knock
Mirror Image Phantasmal Forces Pyrotechnics Ray of Enfeeblement
Strength Web
Levitate
Wizard Lock
Book of Third Level Spells:
Clairaudience
Clairvoyance Invisibility 1 0 '
Hold Portal — Level 1 . so a potion enlarged will simply be a single potion with a greater volume. orcs.total indicated.1 2
Lightning Bolt Monster Summoning I Protection/Evil 10' Protection/Normal Missiles Rope Trick Slow Spell Suggestion Water Breathing
Dispel Magic
Explosive Runes
Fire Ball Fly Haste Spell Hold Person
Infravision
turns A spell to hold a door. nixies. The marked faces will be considered to have a ten added to them — 1 = 1 1 .
FIRST LEVEL SPELLS Charm Person — Level 1 . Enlargement — Level 1 . etc. whichever was more favorable. A dispel magic will negate it. place or thing. Detect Magic — Level 1 . hypnosis. if not a human. even around corners. and it increases the size of living matter by onehalf. 3. just as player characters are.
10-11 12-15 16-17
1 8 or more
three weeks two weeks one week two days day
Dancing Lights — Level: 1 . charm person. and the lights follow instructions. goblins. or higher. Range: 30 feet. hobgoblins and gnolls. It has a limited range and short duration. gate or the like. however. pixies. Higher level characters get better saving throws and these are given in ADVANCED DUNGEONS & DRAGONS. 2 turns This spell creates from 1 -6 lantern-like lights which give the appearance of the illumination carried by a party of dungeon adventurers or a similar group. up to the maximum range of the spell. A new saving throw will be made according to the following schedule:
Intelligence 3-6
7-9
New Saving throw every:
month
MONSTER SAVING THROWS
Evil men and man-type monsters like goblins and orcs make man-type saving throws. although magic-using monsters would use the magic-user or fighter column. means the weapon either has no effect (spell.

Range: 1 0 feet. devised this spell. and. Range: 1 20 feet. Range: 240 feet.1 from the hit
By means of this spell the magic-user is able to create an auditory hallucination. Duration: infinite A spell which lasts until the user or some outside
. not equal to full daylight.
but the sound of a giant snake approaching would
easily be accomplished by a second level magic-user). Creatures with more hit dice are unaffected by the spell. Tenser's Floating Disc — Level 1 . staying six feet behind him at all times. demons. Duration: 6 turns A spell to find treasure hidden by an i n v i s i b i l i t y spell. (Note once a scroll is looked at under a Read Magic spell. Range: 1 0 feet X level of spell caster. particularly treasure maps. is
neither good nor evil. make it seem as if 2-8 persons were conversing in normal tones. Range: 0 feet. Range: 60 feet.1 6 turns Puts all kinds of creatures to sleep for 2-8 turns. Duration: 6 turns The wizard. It lasts for a number of turns equal to 6 plus the level of the user. When the spell wears out anything still upon the floating disc will fall to the
ground.
The means by which directions and the like are
read. Range: 0 feet. Range: 60 feet. creatures with 2 dice of hit points (or 2 dice + 1 hit point) roll two 6-sided dice. but he would not be able to cast it again during that game. at best. ESP — Level 2. Duration: 4 . It summons a floating platform which is disc-shaped. Without such a spell or similar device magic is unintelligible to even a magic-user. Protection from Evil Range: 0 feet. invisible stalkers. animal. Very much like read
or half that number shouting and fighting. Duration: 2 turns Allows the user to make the sound of his voice issue from someplace else. Duration: 6 turns Causes total darkness in an area of 50 feet radius
in which even infravision is useless.A spell to cast light in a circle 3" in diameter. (Dispel magic is a third level spell. the magic-user can read it again without such aid. For other
than human sounds simply judge by relative sound vol-
magic spell below.
These
effects
are
cumulative with such magical protections as magic armor and rings of protection. The undead do not think. It serves
as an "armor" from evil attacks. etc. To determine the number of creatures put to sleep by the spell: if the creatures have up to 1 die of hit points (or 1 die +1 point). always greedy for more treasure. It can be countered
by a dispel magic or a light spell. Creates a circle of illumination 6" in diameter. It will also locate invisible creatures. etc. Invisibility — Level 2. at third level the caster could create the
sound of 4 . Read Magic — Level 1 . Thus a first level magic-user could cast the spell for 7 turns. Undead are always unaffected. such as a statue. Duration: 2 turns A spell to detect evil thought or evil intent in any creature or evilly enchanted object. and it does 1 die roll plus 1 point (2-7) to any creature it strikes.
Detect Invisible — Level 2. The disc will follow the magic-user who created it wherever he goes. of course.1 6 persons moving and speaking normally. Range: 240 feet. not equal to full daylight. Duration: 2 turns By means of this spell the user imposes a selfmoving magical barrier between himself and his enemies. Continual Light — Level 2. Duration: 2 turns The means by which incantations on an item or scroll are read. The volume of sound and the number of voices.e. Monsters of higher level are less affected as follows. etc. Range: 240 feet. behind a door. adding + 1 to all the users saving throws. There are no saving throws allowed. Range: 0 feet. At second level the caster
probability
of
evil
opponents. Duration: 1 2 turns A spell which allows the user to detect the thoughts (if any) of whatever lurks behind doors or in darkness. or whatever a creature in range is thinking. Higher level magic-users fire more than one missile. he could turn it off before 7 turns had gone by. Range: 60 feet. Duration: infinite Sheds a circle of light wherever the caster desires.000 gold pieces in weight.
Ventriloquism — Level 1 . Duration:
2 turns
as elementals. Range: 1 2 0 feet. Level Duration: 6 turns This spell hedges the conjurer round with a magic
circle to keep out attacks from enchanted monsters such
proximately waist height and can bear up to 5. however. The disc floats at ap-
ume (a lion roaring would require a forth level casting. and subtracting . The spell can penetrate 2 feet of rock but a thin coating of lead will prevent penetration. i. Continues to shed light until dispelled. chain mail and shield (armor class 4) against other attacks. creatures with 3 dice of hit points (or 3 dice + 2 points) roll one 6-sided die. calls. Tenser. Range: 1 50 feet A conjured missile equal to a magic arrow. Magic Missile — Level 1 .
Read Languages — Level 1 . With each additional level which the magic-user attains a like volume can be added. Roll the missile fire like a long bow arrow (Missile Fire Table). and of creatures of 4 dice (or 4 dice + 1 point) only one will be put to sleep. is a direct function
of the level of the sender. Poison. roll two 8-sided dice to find the number put to sleep. Sleep — Level 1 . It provides the equivalent of plate armor and shield (armor class 2) against missiles.) Detect Evil — Level 2. Duration: 2
turns
can.
SECOND LEVEL SPELLS
Audible Glamer — Level 2. The zero range merely means that the magic-user casts the spell on himself or on something he touches. Darkness — Level 2.) Shield — Level 1 .

biting. THIRD LEVEL SPELLS
Third Level Spells can only be used by magic-users of the fifth level and above. such as when anyone comes within 1 0 feet. Range: 60 feet + level of spell caster in 10's of feet. The magic mouth can be ordered to speak under certain conditions. i. clawing. Range: 20 feet X level of spell caster in 10's of feet.
Ray of Enfeeblement — Level 2. Range: 30 feet
When the magic-user employs this spell a thin beam of coruscating grayish light springs from his hand.4 .
caused by the illusion will be real if the illusion is
believed to be real. however. Duration: 48 turns This spell increases a fighter's strength by 2-8 points. however. or when a specific person comes within 1 0 feet. or a cleric's by 1 . 16
Pyrotechnics — Level 2. Range: 240 feet. It can create either a great display of flashing fiery colors and lights resem-
. squeezing. Creatures who lose strength will do 25% less damage than is indicated. Any attack on an image dispels it but does not affect the others. Strength — Level 2. Duration: 6
turns This spell requires some kind of real fire to work — a torch. and the spell is broken. Levitate — Level 2. etc. on all attacks which involve physical force or contact. A wizard lock can be passed through without a spell by any magic-user three levels higher
than the one who placed the spell. Duration: 6 + level of spell caster in turns This spell lifts the caster. Covers an area 1 0 X 1 0 X 20 feet. brazier. for example. Range: 0 feet. Note the illusion is visual and not auditory.
Wizard Lock — Level 2. Range: 60 feet Spell which opens known secret doors. Duration: infinite Creation of vivid illusions of nearly anything the user envisions (a kind of projected mental image). locked chests. etc. Duration: 6 turns The spell caster creates 1 to 4 images of himself. Duration: 6 turns + level of user. Knock — Level 2. Upwards motion 60 feet/turn. Range: 240 feet. all motion being in the vertical plane.e. The creature struck by this ray will lose 4 points of strength for a number of melee rounds equal to the level of the spell caster. etc. barred and otherwise secured gates. Duration: infinite Resembles ventriloquism in that sound issues from a chosen object. The illusion persists as long as the caster concentrates on it unless it is touched by a living creature. If cast on another person. Web — Level 2. Magic Mouth — Level 2. Thus the exact nature. levitate to the ceiling. Message can not exceed 25 words. Roll a 4-sided die to determine the number of images created by the spell. etc. he becomes visible again before he strikes a blow. The spell gives the direction of the object but not the distance and can only detect at a limited range. Duration: 48 turns Creates masses of sticky strands which are difficult to sever but subject to flame. per 4 points of strength lost. color. striking. held portals. the user could. for example. They are listed above to give some idea of the range of magical possibilities. and move horizontally by the use of his hands. etc. If the intended victim makes its saving throw against magic the ray does nothing to him. Range: 1 0 feet. Damage
bling fireworks or a great amount of thick smoke covering an area of at least 20 cubic feet if a torch is the source. Giants can break through in two melee rounds. Range: 0. The spell lasts until the message is given. An invisible person can not attack and remain invisible. and when the spell is used the
fire-source is extinguished. a thief's by 1 . i. Images are indistinguishable from the magic-user and do exactly what he does. A well-known object such as a flight of stairs leading up can be detected by this spell. doors locked by magic. a normal man would require 2-8 turns to get through them. A flaming sword will slash through a web in one melee round. The magic-user can cast it upon himself or any person or object in range. Range: 1 0 feet. of some magical item would have to be known for the spell to work. Duration: infinite Similar to hold portal but lasts indefinitely.e. Phantasmal Forces — Level 2. but there are differences. The effect depends on the size of the fire used to cause it. range 20 feet for each level of magic-user. campfire. Range: 0 feet. Mirror Image — Level 2.force breaks it. Locate Object — Level 2. dimensions. A mouth appears. It can be opened by a knock spell without breaking the wizard spell. Duration: 2 turns In order for this spell to be effective it must be cast with certain knowledge of what is to be located. weaker creatures take much longer. or the mouth of the object moves in accordance with what is said.6 points.

Range: 30 feet. Range: 180
feet. the result is the number of hit points restored (2-7). i.
Duration depends upon the state of the snake at the 17
.e. Range: 0. Note conversation is not possible under a silence spell. A second level cleric can call on any first level spell he wants to use. Range: 60 feet.
FIRST LEVEL CLERICAL SPELLS
Cure Light Wounds — Level: clerical 1 .
SECOND LEVEL CLERICAL SPELLS Book of First Level Spells:
Cure Light Wounds Detect Evil Protection from Evil Purify Food and Water Remove Fear Resist Cold Bless — Level: clerical 2. Range: 30 feet. lawful evil. Range: 120 feet. Range: 1 0 feet. Range: 1 2 0 feet. Duration: 1 2 turns Same as that for magic-users. The zero range means the cleric must touch the wounded person to heal him. a 5th level cleric adds 5. Duration: 2 turns Same as that for magic-users. chaotic good.4 persons. It gives a +2 on saving throws against fire of all sorts. a creature is. If cast at one person alone it reduces his saving throw by 2. A die is rolled and 1 is added to it. thus the entire gamut of spells is available to him for selection prior to the adventure. good or evil. Blessing can be given during any turn the characters are not engaged in combat. Freezing temperatures can be withstood with ease while the effects of the spell last. Since clerical spells are divinely given.
Know Alignment — Level: clerical 2. etc. It can be used to silence some object as well. Purify Food and Water — Level: clerical 1 . adding the number equal to the level of the cleric to the die. Resist Cold — Level: clerical 1 .
Hold Person — Level: clerical 2. That is: lawful good.
Detect Magic
Light
Book of Second Level Spells:
Bless Find Traps Know Alignment Hold Person
Resist Fire Silence: 1 5 ' Radius Snake Charm Speak with Animals
Find Traps — Level: clerical 2. Range: 60 feet. they are capable of one spell per game/day.
Duration: 2 turns Enables the cleric to locate any magical and mechanical traps in a radius of 30 feet. neutrality. When they reach the second level. Duration: 6 turns This spell allows the person to resist the effects of cold. Range: 120 feet. and it gives a +2 to saving throws against cold (wand or even dragon breath). this spell allows the cleric to tell how lawful or chaotic. The quantity affected is that which would serve a dozen people. Light — Level: clerical 1 . however. Duration is 6 turns + level of caster. this incantation allows the individual to resist normal fire for a maximum of 2 melee rounds. and any damage sustained from fire is reduced by subtraction of 1 from each die of damage so sustained.
Duration: 2 turns By employing this spell the cleric is able to tell exactly the alignment of any creature. Duration: 1 2 turns Allows the user to cast silence in a large area so as to prevent sound or allow his party to move noiselessly. Thus. Affects 1 . Range: 0 When the cleric lays his hands upon a person and chants this spell it will quiet fear. Holds the person or persons rooted to the spot unless released or the spell wears out. they do not have to be studied to master them. Detect Magic — Level: clerical 1 . Remove Fear — Level: clerical 1 . Range: 0 During the course of one melee round this spell will heal damage done to a character. Range: 60 feet.
Snake Charm — Level: clerical 2. Duration: 6 + level of spell caster in turns Similar to a charm person spell. Any damage sustained from cold is also reduced by -1 from each die of damage taken. dwarves and hobbits. However. Thus the cleric will be able to know whether a neutral person tends towards any of the four alignments. Duration: 6 turns Similar to the resist cold spell. Duration: 1 2 turns Same as that for magic-users. Furthermore.CLERICAL SPELLS
Clerics of the first level can not cast any spells. Detect Evil — Level: clerical 1 . only that spell or spells selected can be used during the course of the adventure. a 3rd level cleric could charm 3 snakes with 1 hit die each or 1 snake with 3 hit dice. including elves. chaotic evil. For each level the cleric has attained one level of snake(s) ( 1 hit die of snakes) can be charmed. Duration: 6 turns Same as the magic-user's spell except for duration and range. Range: 1 0 feet This spell will make spoiled or poisoned food and water usable.
Protection from Evil — Level: clerical 1 .
Resist Fire— Level: clerical 2. Duration: 6 turns Blessing raises morale and adds + 1 to attack dice of the party blessed. a 2nd level cleric gives +2 to the saving throw against fear. Range 30 feet. a person running away due to a fear wand attack gains another saving throw. Thus.
Silence: 1 5 ' Radius — Level: clerical 2.
Duration: special Variable strength spell functioning better as the level of the user goes up.

if it is attacking duration is 7-1 2 melee rounds. However. is scored. players can add whatever modifications they wish. but will take some practice to use them with facility. Full tables are given in ADVANCED DUNGEONS & DRAGONS. or greater. BY OPPONENT'S ARMOR CLASS Armor Class
9 8 No Armor Shield Normal Man 1 1 12 1st-3rd Level 1 0 1 1 Character
7 Leather Armor 13 12
6 Leather & Shield 14 13
5 4 3 2 Chain Chain Mail Plate Plate & Mail & Shield Mail Shield 15 16 17 18 14 15 16 17
Score of number shown or higher is a hit. The reversed spells are: Cause Light Wounds Detect Good Darkness Contaminate Food and Water Cause Fear Curse COMBAT MELEE Combat results are based on the attacker's ability (indicated by his "level") and the defender's abilities (indicated by his "armor class"). Speak with Animals — Level: clerical 2. The combat tables used by D & D gamers are often extremely complicated. If he does not make his die roll the attack was a miss. The attacking player rolls. When the party of adventurers is attacked by several monsters." The
probability of a hit is converted into a random number
of 1 to 20 (the specially marked die is recommended). Melee is the most exciting part of the game. Once the system is mastered. He then makes another die roll. and they will not attack his party. to see how many points of damage were done by the hit. spells in italics are reversed for evil clerics. glanced off his opponents shield or armor. If he survives he gets to swing at his attacker. the combatant is dead.
DIE ROLL FOR CHARACTER TO SCORE A HIT. The tables below are deliberately simplified. with one 6-sided die. etc. Duration: 6 turns Allows the cleric to speak with any form of animal and understand what they say in reply. damage points are rolled and subtracted. however. If it is not attacking duration is 2-5 turns. all may be involved in melee. There is a possibility the animals will do some service for the cleric. but the handto-hand battles must be fought one at a time and then the result imagined as if all were going on simultaneously.) These are subtracted from the defender's "hit points. In a melee the attacker strikes a blow or "takes a swing. and if the number indicated
on the tables. If he makes his score. Range: 30 feet.
18
. and the first opponent strikes again. (The more complex system used for advanced play allows for varying amounts of damage by different weapons and by various sorts of monsters. a hit has been made on the opponent. The die roll is read off the table for his attack capability against his opponent's armor class and he makes a 20-sided die roll.time of the spell casting. For characters over 3rd level consult table in ADVANCED DUNGEONS & DRAGONS. or greater." If hit points are reduced to zero or below. but it must be imagined as if it were occuring in slow motion so that the effect of each blow can be worked out. EVIL CLERIC SPELLS Evil clerics have basically the same spells as do good clerics.

2 0 ) . Other monsters are not affected by holy water. 0. burned away. and hell hounds — are not harmed by flaming oil. It will harm skeletons. To ignite oil once the flask has struck. if circular. fire giants. about 2' tall add 2. treating 0 as 10 or 20. the poisoned sting of a giant scorpion. like a vampire bat. thereafter no further damage will be taken. with strong armor class for scales and shells. etc. it is assigned partly on this basis. target about 8' tall subtract 1 . a bite. i. BY DEFENDER'S ARMOR CLASS Armor Class Monster's Hit Dice
up to 1+1
9 No Armor
10
8
7
6 Leather & Shield
13
5 Chain Mail
14
Shield
11
Leather
12
4 Chain Mail & Shield
15
3 Plate Mail
16
2 Plate & Shield
17
1 + 1 to 2 2to3 3+ to 4
4+to6+ 7to8+
9 8 6
5 4
10 9 7
6 5
11 10 8
7 6
12 11 9
8 7
13 12 10
9 8
14 13 11
10 9
15 14 12
1 1 10
16 15 13
12 1 1
9 to 1 0 +
11 up
2
0
3
1
4
2
5
3 4
6
5
7
6
8
7
9
The number of damage points scored by a monster's hit is variable and is given in the monster section. Adjust this score according to dexterity ( . In like manner lower the score required to hit if the target is larger than man-sized.
. All the monsters in the monster section given later have an armor class assigned and the Dungeon Master can make up an appropriate armor class for any new ones he invents .. If the target is smaller than man sized add to the number required to hit as follows: target about 4' tall add 1 . If the target is stationary. Flaming oil will not harm such non-corporeal monsters as wraiths and spectres. wights and mummies — although it will do only half normal damage to the last two named. or +1 according to the dexterity of the individual). or any similar flaming missile will do. as it is assumed that the oil has run off. It is recommended that the Dungeon Master not allow players to make use of poisoned weapons in all but extreme situations. a clawing or whatever. and partly on the basis of difficulty to hit. Flasks of oil can be used as missiles. the victim must make his saving throw against poison or paralysis and also take the number of damage points indicated by the die roll. etc.
huge targets such as large dragons subtract 3.
DIE ROLL FOR MONSTER TO SCORE A HIT. however. Treat the oil flask missile as a handhurled axe. This die is used for all combat resolution. Similarly. Count 0 as a 1 0 .
FIRE HOLY WATER
Flasks of oil can be spread on the floor of the dungeon and ignited. or nearly so. The pool will be 5 feet across. Thus a small fast creature. and the flames do 2 8-sided dice of damage to anything caught within the conflagration. Naturally. some flaming object must also be hurled at the target. even if such missiles strike they will not burst into flame by themselves.
If a creature is struck directly with oil (whether or not it is immediately set aflame) damage will be 1 8sided die on the first melee round it is afire. The "armor class" of humanoid monsters is literally the armor they are wearing (or possibly their skin/hide!). For non-human creatures. monsters which normally use fire weapons — such as red dragons.e. a curare tipped blowgun dart. The fire burns out in 1 turn or 1 0 melee rounds. A torch. a horn gore. and on the second melee round 2 8-sided dice of damage will be sustained.A 20-sided die must be marked or colored so that one set of sides 0-9 is different from the other set. ghouls. with an additional bonus of +2 to ignite the oil as the latter substance is assumed to have spread over a fairly large area. Probability to hit is the same as the oil flask missile. In general. with characters hurling them at adversaries. zombies. a lantern.1 . add 4 to the chance to hit (reduce the number needed to hit by 4). about ratsized or smaller add 3. about 1 8 ' tall subtract 2. and some form of ignition is necessary in most cases. 19 The effects of a vial of holy water on the undead are the equivalent of a flask of burning oil on other creatures.
POISONED WEAPONS
If a hit is scored by a poisoned weapon. might be hard to hit with a sword and could be assigned "armor class: plate" (AC 3) to indicate this although its own skin would make it seem more like "armor class: none" on first thought. To hit a target with such a missile assume that a base score of 1 1 or better is required. been wiped off. humanoid creatures and first level monsters do one six-sided die's worth of damage per "hit" — whether the hit is a sword blow. The marked set is then read as if 1 0 had been added to the roll ( 1 1 .

Magic armor and shields
subtract from the combat die roll of anyone striking at them. morning star. monsters can strike. Each round is ten seconds.1 8 0 feet 40-80 feet
10-30 feet
0-10 feet
If the archer is firing at long range his dice roll for a hit is one higher than the score for hits with any other
COMBAT ROUNDS. and most pole arm can be used only once every other round. etc. + 2. The light crossbow takes time to cock and load. The short. and the armor and shield bonuses are simply added together to determine the subtraction. being
impervious to ordinary attack. arrows can not be fired into the fight because of the probability of hitting
friendly characters. all slinging. and is read off the table under the opponent's
armor class.
unarmored man can move 20 feet per melee round. Remember that
MAGIC WEAPONS
Magic weapons are usually designated as + 1 . Note that an enemy archer would
time. a hit. The heavy crossbow takes twice as long to load and fire. and at close range he adds 1 .
Once the party is engaged in melee. Subtract 4 from the die roll for missiles fired against such targets. This means that they give the wielder that
many points to add to his roll for a hit. firing through arrow slits or concealed in woods are very hard to hit.. getting a 1 2. is not possible. spear or dagger
0-80 feet 0-60 feet
0-20 feet
120-180 feet 160-240 feet 1 2 0 . as well as long range fire. the archer must subtract 2
(-2) from his die roll. Characters can be attacked by more than one opponent at a
and does one die of damage. jab. adds 1 for close range. etc. and some monsters can only be injured by magic weapons. Each round consists of an exchange of blows with ordinary weapons. battle axe. medium and long ranges of missile weapons in feet are:
Short Bow Horse Bow
Short Range 0-50 feet 0-60 feet
0-70 feet 0-80 feet
0-60 feet
Medium Range 50-100 feet 60-120 feet
70-140 feet 80-160 feet 60-120 feet 80-160 feet 60-120 feet 20-40 feet
Long Range 100-150 feet 120-180 feet 1 4 0 . for example. He rolls a 1 1 . etc. WHO GETS THE FIRST BLOW? When two figures are brought into position 1 0
scale feet (or less) apart they may engage in melee. +3. Thus a longbowman fires an arrow at a giant rat (armor class: 7) at
a range of 200 feet (long range).
as melee starts. One would not expect to get more than two or three figures fighting side by side in a ten foot corridor. 20
The character with the highest dexterity strikes first. etc. the Dungeon Master should be guided by the actual placement of the figures on a paper sketch or on
the table in deciding how many opponents can engage
not have to expose himself beyond partial cover to fire
back. halberd.
After each round of melee the players may move
other characters than those engaged in actual combat
into position to render assistance. do additional damage. rolls a
9 and misses. If the Dungeon Master does not know the dexterity of an
attacking monster he rolls it on the spot. etc. He needs a 1 3 . bite.. They may have
spells and missiles fired into a melee should be considered to strike members of one's own party as well as the enemy. flail. claw. Also. as fast as a man can strike with a hand weapon. Figures behind high walls. rocks.MISSILE FIRE
Hits with arrows and other missiles are based on the range of the weapon in question. Unless otherwise specified.2 1 0 feet
160-240 feet
(Short Composite Bow)
Long Bow Composite Bow Light Crossbow Heavy Crossbow Sling Stone Javelin Handhurled axe. Light weapons such as the dagger allow two blows per round. but results in at least as much muscular fatigue. so a combat turn is shorter than a regular turn. At medium range the archer uses the score as shown. Outdoors read feet as yards. Certain cursed armor and shields actually increase the probability of being hit by the indicated amount. The rat advances and the archer fires another arrow when he is 60 feet away (short range). If dexterities
. Note that ranges shown are for underground
missile fire. unless in a very high roofed area. Movement (if any) is usually at a sprint. a
fully armored man only 1 0 feet. so it likewise can be fired only once every other round.
other powers. Subject to the
limitation of heavy weapons the two figures exchange
blows in turn until the melee is resolved. The heavy two-handed sword. always keeping in mind the dimensions of the dungeon itself. an
weapon.
COVER
When an enemy figure is only partially exposed
behind a wall. TIME AND MOVEMENT IN MELEE
There are ten "rounds" of combat per turn.

If combat is broken off. The archers get off one more arrow apiece. strikes again. a hit! The spider takes 2 points of damage but can withstand 5 so it keeps fighting. The spider strikes. In the fifth round the spider makes a hit with a roll of 1 6 against Mogo's chain mail and does 1 point of damage plus the poisonous bite. gets a hit. He makes a desperate swing. but one hanging free.are within 1 or 2 points of each other. the fleeing party must accept an attack without any return on his part. and shields do not count as protection when withdrawing. or in the other hand. The party decides to fire arrows (the Dungeon Master rules that only those in the front row have a clear field of fire). Bruno the Battler has a 1 3 so he swings first. and so fails to strike a vital area through the spider's armor. If an opposing figure is killed or withdraws. biting! The Dungeon Master rolls the spider's dexterity: 10. The first round of melee is over. rolls a 17. The goblin can take 4 points of hits so he swings back. rolls a 16. unless they choose to break off the combat and flee. The spider is next. who is wearing chainmail and carrying a shield. both misses and Mogo rolls a 4 and a 1 0 . attempting to avenge his comrade. a 1 5 . so it doesn't affect him. using that part of the round for the parry." Using the Wandering Monster Table. connecting for a damage roll of 5. His opponent gets a free swing at him as he does so with an attacker bonus of +2 on the die roll. the attacker adding +2 to his die roll for hit probability. 10. The person parrying does not get his next hit. When there is time. a 1 7 . gets a hit. Non-human monsters are often too unintelligent to consider such an offer. rolls a die of damage. rolls an 8 and misses. can be employed immediately. not enough to kill him. the 1 5 is a hit and is found to do 4 damage points. he subtracts the 1 point of damage done and keeps fighting. a 2. The parry subtracts 2 from the attacker's die roll. Her dexterity is only 6. and the shafts miss! The two fighters drop their bows and draw swords as the monster is upon them. and the range is medium for the longbow. The spiders are armor class: 8 (shield). Bruno takes 2 points of damage. a 6. The spider falls dead with the side of its head smashed in!
Comment
This last example illustrates several things. the attacker may advance or pursue immediately — if the player desires — or he may take some other action. of course. and the higher score gains initiative — first blow. 1 6 . This is followed by any missile fire. The spider's hit die is rolled and comes up a 3 ( + 1 ) . rolls an 8. If the attacker still makes his roll and gets exactly the number needed. if the distance to the monsters permits. and the blow glances harmlessly off the spider's armored head. Bruno swings again. Mogo. swings last. He can take 3 hit points. The goblin rolls a 1 2 .
EXAMPLES
"Bruno the Battler" smashes open a dungeon door and is confronted by a big goblin in chainmail armed with a scimitar. It takes one melee round to draw a new weapon." They roll a 3 (an obvious miss) and a 1 5 . Attackers who surprise an opponent or who approach him from behind always get the first blow. Raising her heavy mace she deals the giant arachnid a blow of 1 9 . so the spider and the fighting man exchange another set of swings without connecting before she can hit. Two characters get off arrows from their long bows and they agree to both shoot at "the one on the left. The spiders are 50 feet away and coming fast. and then melee is joined. the other two keep coming. his blow glances off Bruno's shield. "Mogo the Mighty. He needs a 1 5 against the fighting man's chain mail and shield. another miss. Bruno swings again. a 6-sided die is rolled for each opponent. fails to make it. and the armor class of the fleeing party can not include a shield.
THE PARRY
A player may elect to have a character parry an attacker's blow. however. rolls a 6. Characters who are wounded continue to strike valiantly until they are killed or the melee ends in their favor. or when a magic-user says he is getting a spell ready. He must announce he is doing so before the opponent strikes. His opponent does not have to accept the offer. Bruno rolls his saving throw against poison. "Malchor" the magic-user throws a sleep spell but it only affects four of them.
MELEE RESOLUTION SURRENDER OR DIE!
—
CONQUER. equalling 4 hit points — the creature is killed by a lucky arrow hit! The second spider keeps coming. however. Bruno can take 6 points of hits. after which no missile fire is permitted because of the danger of hitting friendly forces. Malchor has pulled back from the combat and the other members of the party are hurrying forward but have not yet reached the melee. The damage die comes up 3. Bruno's dexterity is 1 3 and the goblin's only 9 so the fighting man draws his trusty sword and takes the first swing. If a magic-user is not involved in the melee he can get another spell off after 1 or more melee rounds
21
SECOND EXAMPLE
A party of adventurers is standing at an intersection of corridors when the Dungeon Master rolls a "wandering monster. magic spells go off first.
A character in melee may withdraw from combat if there is space beside or behind him to withdraw into. Mogo rolls a saving throw of 1 2 (adjusted according to the weak poison of the spider) against the poison. and dies a horrible death. but the spider's bite is poison. the parrying weapon was broken but no damage inflicted.
WITHDRAW. Five melee rounds have gone by when the Priestess Clarissa steps over the body of the fallen Bruno to join the fray. The goblin swings at Bruno. a 6 and a 9. he determines that the party is being attacked by six
. so he is still alive. He needs a 1 4 . gets a 4 on the 6-sided die for damage. The second round of melee is over! Then the spider rolls a 6 and a 10. His swing misses. a 2. a miss. and he misses." dexterity 9. A losing combatant may offer to surrender. the goblin is killed!
large spiders with 1 + 1 (hit point) hit die each and they are 100 feet away.

where characters rocket through the levels without actually earning them. If one wanted to use a chimera. barded horses. In setting up his dungeon. the creature could be scaled down. in a campaign with low level characters. 10% will be medium horse-clad in chain mail and shield. A good guide to the amount of treasure any given monster should be guarding is given in the MONSTER & TREASURE ASSORTMENTS which are included in the game. Armor class is needed for the combat table to determine how hard the creature is to hit. unintelligent. 11th level). a small or weak monster must not have a treasure anything like the hoard of a normal monster. and small treasures also tend to dampen enthusiasm for the game. Maybe it ran into a high level magic-user and was partially shrunk by a magic spell. On the other hand. 5% chance for each level for magical accouterments (i. Armor. Determination of exactly how much treasure any monster has can be a difficult matter. DEMI-GODS & HEROES Supplement. hidden in the dungeon. for instance. If it sees its own eyes in a mirror it must make a saving throw or be turned to stone!
22
. Treasure is discussed in the next section and a table there gives the different treasure designations.
Basilisk
Move: 60 feet/turn Hit Dice: 6 + 1 hit point Armor Class: 4 Treasure Type: F Alignment: neutral Attacks: 1 bite Damage: 1 . Saving throws applicable. 300 — there will absolutely be a magic-user. Over 200 — a 25% chance of a magic-user. Sword Magic-user — Wand/Staff. often losing interest in the game because there is no challenge. As a guideline.1 0 points A rather small reptilian monster. 25% will be cavalry — leather and shield. In the interest of maintaining the balance of the game. Horses are unarmored.e. 25% chance of a cleric. which indicates how tough the creature is and how many experience points it is going to be worth. With these high level types. Or there might be a special magic sword. 4 X 5 = 20%. If the monster's alignment is given here. or if the monsters are of exceptional strength (such as dragons). that turns creatures to stone by its glance or its touch. however. There is endless opportunity for inventiveness in the game. If he is personally attacked he can't concentrate to use his magic but must draw his dagger and defend his skin! However. it should take a group of players from 6 to 1 2 adventures
Move: 120 feet/turn Hit Dice: 1 Armor Class: variable (typically AC 6) Treasure Type: A Alignment: lawful evil — 25% probability chaotic evil — 25% probability neutral — 50% probability Attacks: 1 Damage: 1 .1 8 silver pieces on his person. and such players seldom become truly able. Miscellaneous Magic Cleric — Miscellaneous Weapon. no thrill of "risking your life. The Dungeon Master can easily invent new creatures or "borrow" them from works of fantasy and science
fiction. then there follows a brief description which should include any special powers and attributes of the creatures. then chosen from the appropriate list by die roll). For every 50 there will be one 5th or 6th level fighter.have gone by. Shield. This guidelining will hold true for successive levels. Note that it is assumed that the 6 to 1 2 adventures are ones in which a fair amount of treasure was brought back — some 10% to 20% of adventures will likely prove relatively profitless for one reason or another." The TREASURE TYPES TABLE (shown hereafter) is recommended for use only when there are exceptionally large numbers of low level monsters guarding them. Shield Armor Class — Supernormal characters: chain mail and shield. Regular troops in leather and shield. so that the adventurers have a reasonable chance of survival. Each bandit carries 3 . Will have prisoners in a ratio of 1 / 1 0 bandits. 5-6. 50% chance of a cleric. No attempt has been made to include demons or gods and goddesses from the GODS. To give too little will increase the probability of characters being slain before they are able to increase their level. 25% will have bows — short bow or light crossbow. roll 20% or less means he has the item. 10th level. ways can be invented to scale it down so that a low level party can have a chance of defeating it. It can be viewed in a mirror without harm. and the adventurers given a hint or a legend that might lead them to it. etc.).6 points For every 30 bandits there will be 1 4th level fighting man (leader.
MONSTERS
A large selection of monsters is given in alphabetical order and many more can be found in ADVANCED DUNGEONS & DRAGONS. if the magic-user had some magical device — such as a wand or staff — it could be used in lieu of the dagger as an attack weapon. (die 1 4.
before any of their characters are able to gain sufficient experience to attain second level. reducing its hit points. effective only against this chimera. Fighting Men — Armor.
MONSTER LIST Bandit
BANDIT TO ZOMBIE
For each monster listed we give the move in feet per turn and the hit dice. the Dungeon Master should be guided by the table given under Wandering Monsters. and if a high hit dice monster is desired. 4th level fighter. however. 8th level. Ring. too generous treasure stocking quickly turns the game into a give away show. however.

and causes three dice of damage to exposed flesh. It can move equally well on the wall or ceiling as on the level. dissolves wood. This teleporting is known as "blinking" and an instinct prevents a "blink" into a solid object.
Bugbear
Move: 90 feet/turn Hit Dice: 3 + 1 hit point Armor Class: 5 Treasure Type: B Alignment: chaotic evil
23
.
Cockatrice
Move: 90 feet/turn. are highly
intelligent. 9' long. wings and legs of a cock and the tail of a serpent.3 on a 6-sided die due to their stealth. 3 feet high at the head and moves quickly on multiple legs. and the dragon's head can bite or breathe fire (with a 5 inch range and 3 dice of damage). which produce paralysis on touch (i. When attacking they teleport close to the enemy and then reappear 1 ' to 4' away and attack in the same melee round. The entire pack will blink out and not reappear if seriously threatened.Berserker
Move: 1 2 0 feet/turn Hit Dice: 1 + 1 hit point Armor Class: 7 Treasure Type: J Alignment: neutral Attacks: 1 Damage: 1 . lion and dragon.
Carrion Crawler
Move: 120 feet/turn Hit Dice: 3 + 1 hit point Armor Class: 7 Treasure Type: B Alignment: neutral Attacks: 8 tentacles Damage: 0 This scavenger is worm shaped. If an armored man runs through a black pudding it will eat away his armor in the next turn. The monster is not intelligent. It can be killed only by fire. the lion's head bites with its fangs. they add + 2 to their attack die roll due to their ferocity.1 2 for dragon head The chimera has three heads — goat. goblins or orcs. When fighting normal men. other attacks break it up into smaller puddings. kobolds. They never retreat or surrender. It has the forebody of a lion. two feet long. The force consists only of fighting men. Despite their size and shambling gait they move very quietly and attack without warning whenever they can. the dragon head will only breathe fire 50% of the time. No prisoners.
Black Pudding
Move: 60 feet/turn
Hit Dice: 1 0 Armor Class: 6 Treasure Type: nil Attacks: 1 Damage: 3-24 points A black amorphous blob. and employ a limited teleportation.6 points
Blink Dogs resemble African wild dogs. 5 to 30 feet in diameter. The mouth parts are surrounded by eight tentacles.8 points Berserkers are simply men mad with battle-lust. They will always attack a displacer beast. the breath has a range of 50 feet and does 3-24 points of damage.
Attacks: 1 Damage: 2-8 points These creatures are great hairy goblin giants. The goat's head gores with its horns. travel in packs. The cockatrice can fly and it turns opponents to stone with its touch if it scores a hit. They surprise a party on a roll of 1 . It moves 60 feet per turn. will always fight to the death.6 points A smallish monster with the head. 1 8 0 feet flying Hit Dice: 9 Armor Class: 4 Treasure Type: F Alignment: chaotic evil Attacks: 2 claws + 3 heads = 5 Damage: 1-3/claw 2-8 for goat head 2-8 for lion head 3 . corrodes metal. can not affect stone.e. Like a regular dragon. Black puddings travel easily on ceilings and walls and can pass through small openings. If the dragon head breathes fire (3 times/day maximum). black pudding is always hungry and always dangerous.
Chimera
Move: 1 20 feet/turn.
Blink Dogs
Move: 1 2 0 feet/turn Hit Dice: 4 Armor Class: 5 Treasure Type: C Alignment: lawful good Attacks: 1 bite Damage: 1 . 180 feet flying Hit Dice: 5 Armor Class: 6 Treasure Type: D Alignment: neutral Attacks: 1 Damage: 1 . the other 50% of the time it will bite. thus a magical flaming sword does normal damage to this monster. the hindquarters of a goat and the wings of a dragon. when a hit is made).

Of the dozen different kinds found in ADVANCED DUNGEONS & DRAGONS only four will be covered here. This makes the beast harder to hit. create drinkable beverages. Sleep and charm spells do not affect dopplegangers. and even young ones are exceedingly dangerous opponents.e. and a height of 30 feet. such as fighting with some other monster. able to shape itself into the double of any humanoid creature (up to seven or so feet tall) it observes. make themselves gaseous in form. the doppleganger will attack the others by surprise.
Alignment: variable Attacks: 2 claws + 1 bite — 3 Damage: 1 -6/claw. and at great advantage. as dopplegangers' saving throw scores are 1 0 or better against spells and 7 or better against magic wands. Once in the likeness of the person it is imitating it will attack. magic soft goods and even wooden objects which have permanence into being. as the group is engaged in some activity which distracts from its watchfulness.000 gold pieces in weight without tiring. The favorite trick of the doppleganger is to do away with the person whom it is imitating in a manner which does not alert the person's companions. the shorter the life. A doppleganger is of mutable form. It takes the djinni 1 full turn to go into this state — or come out of it. Most are intelligent. It is highly resistant to magic. make themselves invisible. a 20 foot diameter at the top. 4-24 per bite
Dragons come in many colors.1 2 hit points
Attacks: 2 tentacles
Damage: 2-8 points each
The displacer beast resembles a puma with six legs and a pair of tentacles which grow from its shoulders. and each djinni is able to form itself into a whirlwind. It attacks with the tentacles which have sharp horny edges. sizes and shapes. 240 feet flying
Hit Dice: 7 + 1 hit point Armor Class: 5 Treasure Type: nil Alignment: neutral Attacks: 1 Damage: 2 . As such they are quite powerful and highly magical in nature. gets a +2 on its
saving throws. 240 feet flying Hit Dice: variable Armor Class: 2
Treasure Type: H
The d j i n n i are i n t e l l i g e n t .1 2 hit points of damage to all other creatures caught in its path.
Dragon Type
White
Breath
Weapon
cold
Breath Range & Shape 80 foot X 30 foot
cone 60 foot X
Hit Dice Alignment
5-7 neutral/ chaotic evil
Black
acid
6-8
chaotic evil/ neutral
Red
fire
Brass
sleep/
fear
Doppleganger
Move: 90 feet/turn Hit Dice: 4
5 foot line 90 foot X 30 foot cone 70 foot X 20 foot cone/ 50 foot X
40 foot cloud
9 .w i l l e d air elementals. Then. and it causes 2 . i. A djinni whirlwind is a cone with a 1 0 foot base diameter. f r e e .
Dragon
Move: 90 feet/turn. create illusions with both visual and audial components which will remain until touched or dispelled magically (the djinni does not need to concentrate upon the illusion to maintain it in existence).1 1 chaotic evil
6-8
neutral/
chaotic good
24
. Very great magic-users and exceptionally wise clerics are rumored to be able to command or capture djinni so as to have them as servants. they can: conjure food that is nutritionally sound.Displacer Beast
Move: 1 5 0 feet/turn Hit Dice: 6
Armor Class: 4 Treasure Type: D Alignment: neutral ( e v i l )
Armor Class: 5 Treasure Type: E Alignment: chaotic evil/neutral Attacks: 1 Damage: 1 . A djinni is able to carry up to 6. walking or flying.
The displacer beasts always appear to be 3 feet from their actual position. Subtract 2 from all attack die rolls against them and add +2 to all saving throws made by the beast. but djinni steel lasts but one turn). All other forms of magical attack are likewise difficult against them. old dragons are far too formidible for low level characters to combat. djinni gold lasts one day.e. in the role of that individual.
Djinni Move: 90 feet/turn.1 6 hit points
These amorphous creatures are intelligent and of evil nature. A djinni whirlwind will sweep aside and kill all creatures with fewer than two hit dice which it encounters. conjure metallic objects which will last for a short time (the harder the metal. Although not able to do all of the things credited to them in fairy tales. i. It is able to carry a double load for a short time — 3 turns walking or 1 turn flying — but must then rest for a turn. Large.

Small dragons will have less than medium-sized or large ones. Hit dice for a dragon are indicative of its overall size.2 0 0 years ancient — 201 + years
Example: A medium-sized young red dragon has 1 0 hit dice.1 5 years 3 sub-adult— 16-25 years 4 young adult — 26-50 years
Dwarf
Move: 60 feet/turn Hit Dice: 1 Armor Class: 4 Treasure Type: G Alignment: lawful good 25%. To determine if a dragon will opt to breathe or attack otherwise after the first attack (when it always breathes) simply roll a 6-sided die. and a victim fails to make his saving throw.1 5 0 years very old — 1 5 1 . they will always act to their best advantage in any given situation — bargaining. the lowest figure is for small size. Note that a dragon will stay in a subdued condition for a maximum of one month. As dragons are intelligent. and thereafter it will seek to kill its captor(s) and/or escape. 7-8 = large (positively male). so often they will opt to attack by clawing and biting rather than breathing. Very old and ancient dragons will usually have more wealth and magic in their hordes. However. if the victim fails to make his saving throw he will run away at top speed for 1 -3 turns. When a group of 50 (or possibly fewer) is encountered. If the dragon breathes a cone of sleep gas. First. and the highest is for large sized. while the number of hit points per hit are an indication of the dragon's age.1 0 points Elves generally are of two sorts.2 = small (positively female). treat its effects the same as a wand of fear. They are described in the characters section. and be of level 2-7. until it is subdued it will fight normally. Very young and young dragons are unlikely to have accumulated any wealth. A dragon is subdued when it has taken subduing hit points equal to its total hit points. Line-shaped breath weapons originate at the height of the dragon's head at the time of release and travel in a straight line. 1 0 hit points. If characters encounter a sleeping dragon they can elect to attempt to subdue it rather than kill it (striking with the flat of weapons or hitting non-vital areas). or semi-intelligent at worst.
Die Roll
Description and Age of Dragon
Value of Hit Dice and Breathe Weapon
1 2 3 4 5 6 7 8 hit point hit points hit points hit points hit points hit points hit points hit points per die per die per die per die per die per die per die per die
1 very young — 1 . or maturity.5 years 2 young — 6 . while a 4 or better indicates it will breathe. If it breathes fire it will do a maximum of 20 hit points of damage to all creatures within the cone of fire — those which make their saving throw against dragon breath will take only one-half maximum damage.
5 adult — 5 1 . For every 40 dwarves (or possibly fewer) there will be one high order dwarf. 20 subduing hit points would subdue the medium-sized young red dragon.8 points These short sturdy folk have been described under characters. Cone-shaped breath weapons originate from the dragon's mouth with a 2 foot diameter.All dragons are able to use their breath weapons but three times per day. the saving throw will indicate whether or not the weapon has any effect. the middle number is for medium size. a dragon can be sold or forced to serve the character or characters who subdued it. Saving throws against dragon breath weapons normally reduce damage by one-half. In the case above. they will have a leader (fighter/magicuser) of 2-4 level/2-8 level ability. The number and value of hit dice also equal the damage done by the dragon's breath weapon. each hit die is worth 2 hit points. Once subdued. Dragons with more hit dice — more powerful dragons — will tend to have more treasure than weaker ones. who may have magic arms or armor. dropping everything he holds in his haste to flee. and as it is young. of a dragon is determined as follows:
The amount of treasure shown for a dragon is a broad generalization. wood elves and high elves. combat. if the saving throw is made the breath weapon will have NO effect. 3-6 = medium (equal chances for being male or female).1 0 0 years
6 7 8 old — 1 0 1 . If the dragon breathes a cloud of fear gas. so it can sustain a maximum of 20 hit points. neutral 75% Attacks: 1 Damage: 1 . a score of 3 or less indicates the dragon will attack by claw and fang.
Elf
Move: 120 feet/turn Hit Dice: 1 + 1 Armor Class: 5 Treasure Types: E Alignment: chaotic good (some neutral) Attacks: 1 Damage: 1 .
25
. The age. he will sleep as if struck by a sleep spell. For each type of dragon there is a spread of three hit dice. In either case. Cloud-shaped breath weapons billow forth from the dragon's mouth to a height of 30 feet above the ground. roll an 8-sided die to determine the overall size of the dragon: 1 . the leader. regardless of his level. In the case of the brass dragon. or in captivity.

If figures are not used. the giant estimates the range to his target and throws. One color is an overshoot and the other an undershoot. The miss is in inches. They can only be hit with magic weapons. Ghouls paralyze any human/humanoid figure they touch except elves who are immune. If they tie the rock lands at the specified range.4 points each As depicted in medieval architecture.3 points
Ghouls are hideous humanoid creatures of bestial aspect who live on dead bodies. sweeping them clean of all living and dead material.
Gelatinous Cube
Move: 60 feet/turn Hit Dice: 4 Armor Class: 8 Treasure Type: variable Attacks: 1 Damage: 2-8 points These monsters are shaped like cubes 1 0 feet or so on a side. 1 5 0 feet flying Hit Dice: 4 Armor Class: 5 Treasure Type: C Alignment: lawful evil Attacks: 4 Damage: 1 .
Giant
Move: 1 2 0 feet/turn Hit Dice: 8 . horned. If
figures are being used on a table. Giants can be one of many types.
Treasure Type: B Alignment: chaotic evil Attacks: 3 Damage: 1 .1 2 Armor Class: 4 Treasure Type: E + 5000 GP Alignment: variable Attacks: 1 Damage: variable
Giants can throw rocks like a feet with a 20 foot hit area. Two six-sided dice of different colors are then rolled. gargoyles are reptilian. The gelatinous cube is subject to fire and normal weapons but not to cold. range 200 rock does 2 dice of can throw one rock calculate catapult
(giant) fire. The ghoul must score a hit on the combat table to deliver its paralyzing blow. To decide which number to use. The character touched gets to make his usual saving throw against paralysis. In the process they may pick up indigestable items like gold and gems and carry them within their body. The actual distance is then measured. This one is adapted from CHAINMAIL. There are several ways to
catapult. Anything within 2 inches of the impact is hit. Flesh that comes into contact with the cube is anesthetized unless a saving throw against paralysis is made. winged beasts of hideous aspect. taloned. treat the thrown rock as an arrow or other missile on the combat table. including the following:
Ghouls
Move: 90 feet/turn Hit Dice: 2 Armor Class: 6
26
. They otherwise melee in normal fashion and are subject to missile fire and regular weapons. They move through rooms and corridors of dungeons at 60 feet/turn. A giant every 5 melee rounds. They will attack nearly anything that approaches them and are at least semi-intelligent and cunning.Gargoyle
Move: 90 feet/turn. take the greater. lightning or most spells. Each damage to anything it hits. fanged. shown by the die spots. which also does regular damage. The touch of the cube causes 2-8 points of damage as the creature seeks to devour its victim.

fight at full strength under all conditions and take nothing off their hit die.1 6 points This seeping horror resembles wet stone and is difficult to detect. They are large and fearless. Keen sense of smell. this horror can be killed by fire or cold but is unaffected by other weapons. impact
area.
Green Slime
Move: 0 Hit Dice: 2 Armor Class: can always be hit Treasure Type: nil Attacks: 1 Damage: special Non-mobile. They always attack dwarves on sight. 3 dice + 3 damage. It eats away wood and metal. Fire makes them detach themselves. It does two 8-sided dice of damage to exposed flesh every turn it is in contact with it. wolves. A hit indicates that they have attached themselves and will draw 4 hit points worth of blood per melee round until killed or burned. After a hit by a giant tick it is necessary to Cure Disease because the creature's bite carried a disease fatal in 2-8 days. Giants encountered outside their lair carry 1000 to 6000 gold pieces as well as rocks for throwing in their capacious shoulder sack. He has a bodyguard of 5-30 goblins who also fight as hobgoblins. It can not be scraped off but must be excised or treated with a Cure Disease spell.
Goblins fight at . 2 dice + 2 damage. whom they resemble.
Goblin
Move: 60 feet/turn Hit Dice: 1 .
Gnome
Move: 60 feet/turn Hit Dice: 1 Armor Class: 5 Treasure Type: C Alignment: chaotic good 75%. in dark or light. They can see in the dark. 24' underwater.1 off their attack die roll in full daylight. bears or referee's choice. turning the flesh into green slime. It moves only 1 0 feet per turn. It is impervious to cold and fire but can be killed by weapons and lightning. or mountain Can use weather control spell to cause storm.
Gray Ooze
Move: 1 0 feet/turn Hit Dice: 3 Armor Class: 8 Treasure Type: nil Attacks: 1 Damage: 2 . such as ceilings. with a 30 ft. Once in contact with flesh it sticks and penetrates in one turn. Impervious to fire. It often drops from high places.
Giant Tick
Move: 30 feet/turn Hit Dice: 3 Armor Class: 4 Treasure Type: nil Attacks: 1 Damage: 1 . They favor crossbows. In the goblin lair there will be a goblin king who fights as a hobgoblin.
Frost Giant 10 + 1 N/CE
Castle
16'
4-24
Fire Giant
1 1 + 3
N/LE N N/CG
Castle Castle
12' 18'
5-30 6-63 7-42
Cloud Giant 1 2 + 2 Storm Giant 1 5
Impervious to cold. but usually drop from the ceiling or trees.Giant Type Hit Dice
Hill Giant 8 Stone Giant 9
Alignment
N/CE N
Lair
Cave Cave
Size Damage
12' 14'
2-16 3-18
Special Characteristics
None Throws rocks 240 ft.4 points These over-grown insects live on blood.
Castle. It can corrode metal in one turn. They are smaller. Does 2 die + 1 damage per hit. have longer noses and beards and inhabit low-land and hill burrows rather than mountains. neutral 25% Attacks: 1 Damage: 1 -6 points Gnomes are similar to dwarves. Ticks are ambulatory and pursue prey. but not stone.1 point (but always at least 1 ) Armor Class: 6 Treasure Class: L Alignment: lawful evil Attacks: 1 Damage: 1 -6 points
27
.
3 dice damage.
Giants in castles usually have other monsters there — a hydra.

and usually all the heads attack at once. Hobgoblins are big. one head has been killed.
Move: 1 2 0 feet/turn Hit Dice: 1/2 ( 1 . 2-16/bite The griffon is a fierce. always attack horses. powerful goblinoids. and the two will
Unlike the standard mythological concept of the Hydra as a snake with many heads. swift. a 6 headed one. unless wearing barding (horse armor)
Attacks: 2 claws + 1 weapon
Damage: 1-4/attack
This creature has the lower body of an eagle and the upper torso and head of a woman.8 points
A hobgoblin king and his bodyguard of 1 . with special damage done per hit.6 points/head
Large reddish-brown hounds who can breathe fire. head and forelimbs of a giant eagle and the hindquarters of a lion.
normally fight each other:
Hobgoblin
Move: 90 feet/turn Hit Dice: 1 + 1 hit point Armor Class: 6 Treasure Type: D Alignment: lawful evil Attacks: 1 Damage: 1 . the hippogriff is a fierce fighter. Horses can usually carry more. their touch then charms them and they are killed and devoured. so a three headed hydra has 1 8 hit points. however.
Hippogriff
Move: 1 8 0 feet/turn. Medium horses move 180 feet and have 2 + 1 hit dice. Range of the fire breath is only five feet and is treated as a blow on the combat table. Draft horses and mules move 120 feet and have 2 + 1 hit die. however. Wild griffons attack anyone who comes close to their nest. When six hit points are scored against the beast. causing 3-7 6-sided dice of damage (equal in number to the hounds' hit dice).
Harpy
Move: 60 feet/turn. and can not be brought within 360 feet of horses. Heavy war horses move 120 feet and have 3 hit dice. attacking with claws and beak. Any creature hearing the harpy song must make its saving throw against spells or be drawn irresistably to his doom!
Light horses move 240 feet/turn and have 2 hit dice. and their morale (such as a saving throw against fear) is always a + 1 . this beast is dinosaur-like with many heads. and loyal steed with the wings. 360 feet flying Hit Dice: 3 + 1 Armor Class: CM. 1 50 feet flying Hit Dice: 3 Armor Class: 7 Treasure Type: C
Alignment: chaotic evil
Horse
Move: see below Hit Dice: 2 to 3 Armor Class: 7. if it has one head left. being extremely fond of horseflesh. 1 .
Hell Hound Hydra
Move: 120 feet/turn Hit Dice: 3-7 Armor Class: 4 Treasure Type: C Alignment: lawful evil Attacks: 1 bite Damage: 1 .1 0 / b i t e Having the foreparts of a great eagle and the hindquarters of a horse. so it takes multiple bites every melee round. 36. They can usually detect hidden invisible objects or creatures. Mules can often be taken into dungeons and they can carry 3. They can be used as steeds but will not herd with pegasi. 300 feet flying Hit Dice: 7 Armor Class: 5 Treasure Type: E Alignment: neutral Attacks: 2 claws + 1 bite — 3 Damage: 1-4/claw. but lack the ability and calm necessary for dungeon expeditions.4 all fight as ogres. It will.Griffon
Move: 120 feet/turn.500 gold pieces. The hydra will continue to attack. Each head is represented by one hit die of 6 points.6 points Move: 1 2 0 feet/turn Hit Dice: varies with number of heads Armor Class: 5 Treasure Type: B Alignment: neutral Attacks: 1/head Damage: 1 . By their singing they lure men to them.4 hit points each) Armor Class: 7 Treasure Type: J Alignment: lawful evil Attacks: 1 Damage: 1-4
28
. 5 Treasure Type: nil Alignment: neutral Attacks: 2 claws + 1 bite = 3 Damage: 1-6/claw.

dragon wings. the bite of the asps on its head is poisonous and it will attempt to beguile victims into looking at it. A chieftain fights like a gnoll. like crossbow bolts with an 180 foot range. were-leopards in Africa
Human of form with the living bodies of snakes (asps) growing from its head instead of hair. The commonest types
found in dungeons are:
Lycanthrope Wereboar Wererat Werebear Weretiger
Werewolf
Move 120' 120' 90' 120'
150'
Hit Dice 4 +1 3 6 5
4
Armor Class 4 7 2 3
5
Alignment neutral/chaotic good neutral/lawful evil neutral/chaotic good neutral/chaotic evil
neutral/lawful evil
Damage
2-12 1-6 3-24 3-18 2-8
All were-creatures are unaffected by normal weapons.
.
and can summon 1 0 to 100 rats as a vampire. The gaze of the medusa turns creatures to stone. Thus we find were-wolves in Europe. This monster is usually female. 29
The minotaur is a bull-headed man (and all of us who have debated game rules are well acquainted with such). Some lycanthropes must spend part of the time in human form (referee's discretion) and are vulnerable to all weapons in that form. 6 at a time. it is turned to stone. mazes and labyrinths. Werebears are often good and may render assistance. Silver and magic weapons score normal hits on them. They have infravision. and a tail full of iron spikes. They will always attack and pursue as long as their prey is in sight. They usually inhabit tunnels. It can be looked at in a mirror without harm.
Manticore
Move: 120 feet/fly 180 feet/turn Hit Dice: 6 + 1 hit point Armor Class: 4 Treasure Type: D Alignment: lawful evil Attacks: 2 claws + 1 bite Damage: 1 -6 each A huge I ion-bodied monstrosity with a human face. but are less powerful. since the
legend usually centers around the most dangerous and terrifying animal known. Lycanthropes will often assume their human form
to deceive their victims. part-human form.
and were-sharks in Polynesia. Their favorite prey is man. Anyone seriously wounded by a lycanthrope (50%
of possible hit points) will become a lycanthrope in 2-
Minotaur
Move: 120 feet/turn
Hit Dice: 6
Armor Class: 6
Treasure Type: C Alignment: lawful evil Attacks: 2 horns + 1 bite Damage: 1-6 each
24 days unless treated with a Cure Disease spell by a
cleric. All werecreatures are repelled by wolfsbane. Lycanthrope
Move: see below Hit Dice: see below Armor Class: see below
Treasure Type: C
Medusa
Move: 90 feet Hit Dice: 4 Armor Class: 8 Treasure Type: F Alignment: lawful evil Attacks: 1 Damage: 1-6 hit points
Alignment: see below Attacks: 1 Damage: variable
There are many types of were-creatures.
Lizard Man
Move: 60 feet/120 feet in water Hit Dice: 2 + 1 hit point
Armor Class: 5
Treasure Type: D
Alignment: neutral Attacks: 1
Damage: 1-8 These aquatic monsters will capture men in order to take them to the tribal lair for a feast. They can move more silently. Kobolds are highly resistant to magic and get a +3 on all saving throw dice except dragon breath. They are bigger than human size and are man-eaters.These evil dwarf-like creatures behave much like
goblins. with the man served as the main course! They are at least semiintelligent and use weapons such as spears and clubs. were-tigers in India. as does his bodyguard of 1-6. All were-creatures are intelligent in their animal
form. There are 24 spikes in a manticore's tail and they can be fired. and if it sees its own gaze in a mirror. Wererats spend much of their time in a giant partrat.

a spell must be made or the individual is paralyzed with fear and cannot move until the mummy strikes him or another member of the party. that mummies are vulnerable to fire.
Ochre Jelly
Move: 30 feet/turn Hit Dice: 5 Armor Class: 8 Treasure Type: nil Attacks: 1 Damage: 2-12 hit points
These are huge bears with the heads of owls. and they take only half damage from a hit. of course.500 pounds and have claws 2" long.
Mummies are also members of the undead.8 each
These water sprites will attempt to charm humans. In large numbers they are likely to be accompanied by more powerful creatures. They will serve only lawful good characters ana fight as a heavy war horse. 120 feet swimming Hit Dice: 1
Armor Class: 7
Orc
Move: 90 feet/turn Hit Dice: 1 Armor Class: 7 Treasure Type: D Alignment: chaotic evil Attacks: 1 Damage: 1 .
Ochre jelly is a giant amoeba which can only be killed by fire or cold. It does 2 dice of damage per turn
to exposed flesh but can not eat through metal or stone. but their touch (if they make a hit) causes the dreaded rotting mummy disease which makes wounds take ten times the usual rate of healing. Nixie Move: 60 feet/turn. however. When a mummy is first seen a saving throw vs.8 each Winged horses are wild and shy and difficult to capture. leather or cloth and it seeps
through small cracks easily. They carry javelins and daggers and travel in the water with 10-100 fierce large fish. They do not drain life levels. It is. For every 100 orcs the chances are: 1 -6 ogres 20% 1 . claw and bear-hug.4 trolls 10% In full daylight orcs suffer a -1 off their attack dice. one charm person spell will be thrown on the party.
It will destroy wood.
Treasure Type: B Alignment: neutral Attacks: 1
Damage: 1 -4
Owl Bear
Move: 1 2 0 feet/turn Hit Dice: 5 Armor Class: 5 Treasure Type: C Alignment: neutral Attacks: 3 Damage: 1 . fly 480 feet/turn Hit Dice: 2 + 2 points Armor Class: 6 Treasure Type: nil Alignment: lawful good Attacks: 2 Damage: 1 . For every 1 0 nixies seen.
Ogre
Move: 90 feet/turn Hit Dice: 4 + 1 hit point Armor Class: 6
Pixie
Move: 90 feet. A male will stand 8 feet tall. Members of different orc tribes cooperate poorly and attack members of another tribe on sight unless under a strong commander. ochre colored. lure them under water and enslave them for one year. fly 180 feet/turn Hit Dice: 1
30
.Mummy
Move: 60 feet/turn Hit Dice: 5 + 1 point
Armor Class: 5
Treasure Type: C + 1000 gold pieces Alignment: chaotic evil Attacks: 1 Damage: 1-10 hit points These large and fearsome humanoid monsters
Treasure Type: D Alignment: lawful evil Attacks: 1 Damage: 1 -12 hit points
range from 7 to 1 0 feet in height and are of various disgusting colors. Only magic weapons can hit mummies.
Pegasi
Move: 240 feet. If the party numbers above 5 each member gains a +2 on his saving throw.6 points
There are many tribes or nations of orcs. as their numbers help dispel fear. weigh 1. Encountered outside of their "lair" they
will be carrying 100-600 gold pieces each in their giantlike sacks. A cleric can reduce this healing time to only twice normal with a cure disease spell if it is administered within an hour. Note. Owl bears have ugly dispositions and will attack with beak. Hits with weapons or lightning merely make it into several
smaller ochre jellies. including the ordinary kinds such as a torch.

small spears.
31
. They are commonly found near graveyards. to rust instantaneously. They are members of the "undead" and therefore unaffected by sleep. Any hit more than 2 over the minimum necessary to hit indicates the purple worm has swallowed its victim. and always gain surprise on attacking. Men-types killed by a spectre become low-strength spectres under the control of the one who made them. The creature is
fast and attracted by the smell of metal. and daggers. an evil magic-user or cleric. even magic weapons. they can attack while invisible. also drains 1 point of strength (for 8 turns). If a creature is brought to 0 points it becomes a shadow. Hits by a rust monster or hits delivered to one cause armor and weapons.3 hit points
Rust Monster
Move: 1 2 0 feet/turn Hit Dice: 5 Armor Class: 2 Treasure Type: nil Alignment: neutral Attacks: 1 Damage: 0 This inoffensive looking little creature is the bane of anyone wearing metal.1 2 each These huge and hungry monsters lurk nearly everywhere beneath the surface of the earth. After that surprise wears off and defenders note minor shadows and air distortions caused by the pixies. or deserted places but may be located elsewhere to guard a treasure.
Skeleton
Move: 60 feet/turn Hit Dice: 1 5 Armor Class: 6 Treasure Type: D Alignment: neutral Attacks: 2 Damage: 2 .
Spectre
Move: 150 feet. They drain two life energy levels each time they score a hit. They do not have any treasure of their own. They can fly for three turns.4 hit points) Armor Class: 8 Treasure Type: nil Alignment: neutral Attacks: 1 Damage: 1 -6 hit points Animated skeletons act only under instructions of their motivator. poison must be made. fly 300 feet/turn Hit Dice: 6 Armor Class: 2 Treasure Type: E Alignment: lawful evil Attacks: 1 Damage: 1 . in twelve it will be digested and unrecoverable. Some reach a length of 50 feet and a diameter of 1 0 feet. All are friendly with elves and fairies. It eats the rust
and corroded metal created by its anti-metallic attack. dungeons. They can be dispelled by a good cleric but will otherwise always attack until totally wiped out. Purple worms are unintelligent and always attack. charm and mind reading spells. They use short bows. They usually make no noise since they do not move unless they are attacking. Its mouth is the more fearsome weapon for it is able to swallow opponents in a single gulp. The "Nazgul" of Tolkien fall into this category.Armor Class: 3 Treasure Type: R + S Alignment: neutral/chaotic good Attacks: 1 Damage: 1-4 Small air sprites who are invisible unless they want to be seen or have a detect invisible spell thrown against them. and if it hits a saving throw vs. should they score a hit. There is a poisonous sting at the tail. Stirge Move: 180 feet/turn Hit Dice: 1 Armor Class: 7 Treasure Type: Q Alignment: neutral Attacks: 1 Damage: 1 . Purple Worm
Shadow
Move: 90 feet/turn Hit Dice: 2 + 2 hit points Armor Class: 7 Treasure Type: F Alignment: lawful evil Attacks: 1 Damage: 1-4 Non-corporeal intelligent creatures who can be harmed only by magic weapons. then must rest a turn. Shadows are not turned by clerics nor are they affected by sleep or charm spells. In six turns the swallowed creature will be dead. Their touch. Move: 60 feet/turn Hit Dice: 1/2 ( 1 .8 hit points These monsters have no corporeal body and are totally impervious to all normal weaponry including silver-tipped arrows. Unlike most invisible creatures. Magical weapons score full hits on spectres. Their royalty are powerful magic-users.

Attacks at +2 on all die rolls. or a cross (or similar
holy symbol) if it is strongly presented. can fly 180 feet/turn in bat form
Hit Dice: 7-9
Armor Class: 2 Treasure Type: F Alignment: lawful evil Attacks: 1 Damage: 1-10 hit points
Move: 120 feet. Normal weapons have no effects on wights. when they hit an opponent in combat. Trolls regenerate at a rate of 3 hit points per turn. They are impervious to normal weapons.
eyes (treat as a charm spell with a minus 2 on the victim's saving throw against the spell).
Vampire
Wraith
Move: 1 2 0 feet. Vampires charm men-types by looking into their
Thin and rubbery. All vampires. They will resume combat when they have regenerated to 6 or more hit points.Large bird-like creatures with long proboscises.
. etc. loathsome trolls are able to regenerate. They typically avoid humans. but it can keep them from their intended victim if interposed between the vampire and its prey. The stirge will continue to bloat itself with blood until killed or until its prey is a bloodless corpse. and it will drain blood at a rate of 1 . Vampires can also call up 1 0 to 100 rats or 3 to 1 8 wolves to their aid.6 each
Men-types killed by a vampire become vampires
under the control of the one who made them. losing hit die. Thus. 3 Treasure Type: E Alignment: lawful evil Attacks: 1 Damage: 1 -6 hit points These monsters are immaterial and drain life energy.
Barrow wights (as per Tolkien) are nasty nearly immaterial creatures who drain away life energy levels when they score a hit in melee. 1 horn Damage: 1 . a mirror.
Vampires can only be killed by being impaled through the heart with a wooden stick. they attack with talons and fangs and do only 1 die of damage per hit. one level per hit. 1 level per hit. Silver
tipped arrows score normal damage and magic arrows
double damage against them. exposed to direct sunlight or immersed in running water.4 hit points per melee round thereafter. beginning in the third melee round after they have been injured. Although they have the strength of ogres. Magic arrows score only normal damage. Magic weapons score full hits against them. A hit scored by a stirge indicates that it has attached itself to its prey in order to suck its blood. 32
Vampires drain two life energy levels. The only way to prevent the regeneration is to burn the dead bodies or immerse them in acid. but if their hit points are reduced to zero they merely assume a gaseous form and escape. They can run 240 feet per turn or magically transport themselves and a rider 360 feet instantaneously through a dimension door spell once per day. a third level fighter would drop to second. as do spectres. They can polymorph themselves into gaseous form or into a huge bat at will. Silver
weapons have no effect.8 each Unicorns are fierce and elusive. even if cut to pieces. They regenerate hit points beginning immediately on being hit and at a rate of 3 hit points per turn.
Magic weapons of other types score full damage and those with a special bonus add the bonus to the number of hit points inflicted on the wight per hit. Unicorns attack as a mounted lance or spear and as a heavy horse. Only a pure maiden (in the strictest sense of the term) can subdue and ride them. Silver tipped arrows score 1/2 die of damage. are affected by the cross which is sovereign against them.
Werewolf. — see Lycanthrope
Wight
Move: 90 feet/turn Hit Dice: 3 Armor Class: 5 Treasure Type: B Alignment: lawful evil Attacks: 1 Damage: 0
Unicorn
Move: 240 feet plus magical movement (below) Hit Dice: 4 Armor Class: 2 Treasure Type: nil Alignment: lawful good Attacks: 2 hooves.
regardless of religious background.
Troll
Move: 120 feet/turn Hit Dice: 6 + 3 hit points Armor Class: 6 Treasure Type: D Alignment: chaotic evil Attacks: 2 claws + 1 bite Damage: 1 .
Vampires cast no reflection in a mirror and they withdraw from garlic. An opponent totally drained of life energy by a wight becomes a wight under the control of the
draining creature. but have more hit dice and are harder to hit. They will not flee these symbols. They are like wights. rather like feathered ant-eaters. fly 240 feet/turn Hit Dice: 4 Armor Class. They resist all magic on a roll of 8 or better on a 20-sided die.

They are immune to spells of sleep. This means that. charm and ESP and make no noise until they attack. Damaged jewelry is worth only one-half the value obtained by the dice. Roll of two 20-sided dice giving a "percentage" of 76 or higher means a map. showing the location of treasures in the dungeon or its vicinity. for this reason.Yellow Mold
Move: non-mobile Hit Dice: 2 per 1 0 square feet of mold Armor Class: always hit Treasure Type: nil Attacks: 0 Damage: 1 . Such treasures would be guarded by appropriate monsters and the maps need not be
complete. A six-sided die is then rolled to see how many thousands of silver pieces will be present. Maps must be made up by the Dungeon Master in advance. after deciding to place a monster in a dungeon and have it guard a Type A treasure (from the Monster List). There are many more magical and wondrous items described in ADVANCED DUNGEONS & DRAGONS. many monsters carry treasure or secrete it in their "lair. can be immediately told what they have found. entirely accurate. a magic item from the lists described next. For the silver. potions. and similar rough
treatment. The tables are designed to maintain some sort of balance between the value of the dungeon's treasures and the risks involved in obtaining it.
TREASURE
As can be seen from the MONSTERS section.
Use of the Treasure Table
Under each category of treasure is a possible number and a percentage.
Jewelry:
Zombie
Move: 1 2 0 feet/turn Hit Dice: 2 Armor Class: 8 Treasure Type: nil Alignment: neutral Attacks: 1 Damage: 1-8
Jewelry is worth from 300-1. etc." cave. They can be dispelled by a lawful cleric and destroyed by normal weapons. rings. The treasure types are listed in the table below and descriptions and additional tables are given later. Jewelry is damaged by such
things as very hot fire (such as a fire ball from a magic wand). The die rolls to determine the items are given below. By nature they are slow. or miscellaneous magical items. wands or staves.
Corpses animated by the will of some evil magicuser or evil cleric. or might be written as a riddle. other weapons. It must be stressed that treasures shown are very
large and generally only for use when large numbers of monsters are encountered.
BASE TREASURE VALUES
Coins:
1 copper piece (CP) equals 1/50 gold piece 1 silver piece (SP) equals 1/10 gold piece 1 electrum piece (EP) equals 1/2 gold piece
1 platinum piece (PP) equals 5/1 gold piece
or: 5 copper pieces equals 1 silver piece 10 silver pieces equals 1 gold piece 2 electrum pieces equals 1 gold piece 5 gold pieces equals 1 platinum piece 33
. Treasure Type A will contain between 1 to 6 thousand silver pieces 30% of the time.000 gold pieces. The Dungeon Master records this so that the players. They may be placed to guard some item. when they reach the treasure. the Dungeon Master rolls two 20-sided dice and reads them off as a percentage. Magic items may be swords. or dungeon room. smashing. To use this information. It
does one die of damage to exposed flesh and eats
through wood or leather but does not harm metal or stone. Each 1 rolled indicates the gem is of the next higher value. that neophyte Dungeon Masters use the tables. Rough contact with yellow mold has a 50% chance of releasing a cloud of asphyxiating spores 10' X 10' X 10'.6 hit points
Gems:
The base value of gems is determined by rolling percentile dice to generate a random number from 0100: 01-20 base value is — 1 0 gold pieces 50 gold pieces 21-45 100 gold pieces 46-75 76-95 500 gold pieces 1000 gold pieces 96-00
For every gem found roll a 6-sided die. but have no treasure of their own. All those caught within must make a saving throw against poison or be killed. lower than 76. Its worst threat is its spores. getting only one attack every other melee round. and the Dungeon Master can easily invent treasure items of his own. Roll three 6-sided dice to determine the value of each piece of jewelry. scrolls. up
This deadly fungus can be killed only by fire. It is highly recommended. lightning bolts.
to a maximum of 1. anything rolled 30 or less means that silver is present.800 gold pieces per piece. for example.
Maps and Magic Categories
"Any" means the treasure may contain a map or a
magic item.

leaving it blank. The reader of the cursed scroll is allowed his saving throw to see if the curse takes effect. Cursed armor increases the probability that the wearer will be hit by anyone attacking him. including doing 3 . Thus. also does +1 additional damage. his weapons and armor drop off and he can penetrate any barrier which is not airtight. or it may teleport to him an enraged monster chosen from the appropriate list by the Dungeon Master. The effect lasts indefinitely. Weakness — affects the wearer immediately when it is placed on the finger.
Potions will affect anyone who takes them. In actuality. Gaseous Form — the users body assumes gaseous form. undead. Partial doses can be taken. 2 . Magic bows merely confer +1 on the probability of a hit. and it cannot be removed without a cleric's remove curse spell. Animal Control — allows the wearer to command 3 . Any sword that is +2 or +3 against particular opponents (trolls. unless specified otherwise due to the type of monster being shot. on careful questioning. thus making the wearer stronger (up to the maximum 18.1 8 small animals. If the characters lack a detect magic spell. repairs a six-sided die + 1 number of points of damage.Acts like an invisibility spell except that the duration is determined as above.
Magical Potions
Healing — Like a healing spell. The curse may change the reader of the scroll into a toad or an insect. If the wearer attacks anything. except for the protection spells. in addition to being +1 on their chance of scoring a hit. the words fade from the scroll if it is read. A magic arrow shot from a magic bow has a + 2 probability of a hit. Some method of detecting the effects of the potion must be found. Only one magic ring can be worn on each hand. This would leave enough potion to accomplish its complete effect. The scroll can be used only once. Each turn the wearer of the ring becomes 10% weaker until he is at only onehalf his normal strength. Some magic weapons also do additional damage besides increasing the probability of a hit.) does the indicated additional damage. If taken. The magicuser can carefully unroll the top of the scroll and read the title without setting off the spell. however. Protection scrolls can be read by anybody. The Dungeon Master rolls a secret die to determine the number of additional turns and only informs the player when the effect of the
potion has worn off. Most potions come in small vials or flasks containing a single dose. he becomes visible and remains visible during any hostile action. but concentration must be maintained. Rings can be used by anyone. give a hint that the potion is dangerous. or a 1 0 X 1 0 foot area of ground covered with plants or grasses.
Growth — A full dose will cause anyone to reach 30 feet in height.6 in number if large. The sphere of protection from magic does not allow spells to be projected out of it anymore than it allows them to be projected into it. the character is allowed his saving throw against poison. so long as the wearer concentrates upon the control. The effects of most potions last somewhat longer than 6 turns.1 8 points of damage when scoring a hit. Weakness is reflected in defense. Haste — User moves at twice normal speed and can deliver twice the usual number of blows during combat for the durations of the potion effect. etc. the arrows do no additional damage. Magical weapons other than swords always add their bonus to both hit probability and to the points of damage scored. Invisibility . Invisibility — the invisibility lasts as long as the ring is worn. which takes effect immediately when the scroll is first opened. they may dare a tiny sip to see what the result may be. a War Hammer +2 adds to the chance of hitting and also does 2 additional hit points when it does strike. Giant Strength — Confers the full advantages of stone giant prowess. including fungi.EXPLANATION OF MAGICAL ITEMS
Magical Weapons
Poison — The Dungeon Master will. Plant Control — allows the wearer to control plants. The spells written on the scrolls can be read only by magic-users. Fly — User can fly at will up to 1 2 0 feet per turn until the potion wears off.1 6 medium-sized animals or 1 .
36
. attack. Rings Rings must be worn to take effect so a ring can be carried and put on only when desired. They ring the reader and anyone near him with a 1 0 foot circle of protection against the specified evil which lasts for six turns. 1 . Any magic arrow. and carrying ability. User retains cohesion and control over his new gaseous body. and having the same hit probability as a stone giant. Diminution — A full dose reduces anyone taking it to 6 inches in height.6 large ones. The only good thing about this ring is that there is a 5% chance that the curse will work in reverse when it is first put on. he seems to desire. Scrolls Select the spells from the appropriate list by some random method. Delusion — the effect whichever happens to Causes the user to think he has undergone of any of the other potions on this list.
Weapons with a plus after them are magical and the user adds the plus to his die roll for a hit. Magic armor and shields subtract their bonus from any attacker's ability to hit the wearer. nothing him. The exception is the curse. In addition some monsters can only be injured by magical weapons.

Wishes for
powerful items or great treasure should. Causes the wearer to do
the exact (or nearly exact) opposite of normal or of
what is requested. up to 240 feet. Wand of Magic Detection — when held. Adds +2 to saving throws against fire balls or dragon fire and subtracts 1 hit point
from each die of damage done by them. Objects and places are best seen if they are familiar to the user of the ball and are close by. desired by the user and then explode with a burst radius of 20 feet. It can be wielded only by a magic-user. Medallion of ESP — any character can use this device. It then crawls back to the cleric who possesses it. or. On command it will also coil around the creature hit rendering him helpless or preventing a counterattack for 1 4 turns. which functions like an ESP spell. If. he will agree — and instead attempt to kill the person suggesting he not kill himself.
Wands and Staves
Miscellaneous Magical Item Crystal Ball — a magic-user can see things at a distance
through the ball but can only use it three times a day or
Wands that have projectiles or rays are considered to do six 6-sided dice of damage and to have 100 charges or projectiles. but malfunctions on a roll of 6.
Water Walking — allows the wearer to walk on the
surface of any body of water. This requires the utmost discretion on the part of the
Dungeon Master. Spells can not be sent through the ball. unless the ring wearer is treated as
a troll.
Three Wishes — the wishes of the ring must be limited in power in order to maintain the balance of the game.
Fire Resistance — normal fires will have no effect on the wearer of this ring. Creatures that make their saving throw take half damage.
Regeneration — regenerates injury to the wearer at a
rate of 1 hit point per turn.3 turns. but one which does work in reverse for one person still has a 95% chance for causing weakness in any other who wears it. Staff of Striking — Does not add to the probability of a hit. Those not making their throws are paralyzed for 6 turns. Each time it is used the Dungeon Master should check it with a die roll. but if it strikes any magic item its charge drains all magical properties from that item permanently. Wand of Cold — creates a cone shaped area of cold the 37
. moving him back to the time he first obtained the ring.
gives warning or points to any hidden door. panel. Wand of Fear — This wand can effect all creatures in a cone shaped area emanating from it. Greedy characters will typically ask
for more wishes. be granted in such a way that they are of no benefit to the
wisher. Often absolutely literal fulfillment of the wish wording is sufficient to limit its
beneficial effects. 60 feet long and 30 feet wide at the base. when specified. Unfamiliar and distant scenes are hard to perceive. by clerics. The character employing the rod adds 2 to his die roll to score hits. even is the wearer is killed
and dismembered. dropping everything they are holding and running away at top speed for 1 .
and adds
+1 to all saving throws. Staff of Healing — a clerical staff which heals 2-7 hit points of damage with a touch. the wand causes any magic item within 20 feet to glow or otherwise signal its presence. trap. Use for an extended period requires a day of rest afterwards. Can be used only once per day on any particular person. it does 2-1 2 hit points of damage. All within must make their saving throw or be panicked and flee. Protection + 1 — serves as plate armor
same dimensions as the fear wand. if possible. Wands and staves can be used only by magic-users. Wand of Paralyzation — Projects a ray the same dimensions as the fear wand. Fire ball blasts in confined spaces generally conform to the shape of the space (so watch out!). for example. doing 6 dice of damage to anyone within range who fails their saving throw (half damage if saving throw is made). but if a hit is scored with it. The Dungeon Master should put that character in an endless closed time loop.
Wand of Secret Doors and Trap Detection — the wand
he will be driven mad. It will function but once. within 20 feet.naturally). Snake Staff— a clerical staff which has a + 1 chance of hitting and does 1 die + 1 points of damage per hit. It can also be commanded by its owner to release its victim. Rod of Cancellation — a rod of about four feet in length which can be employed by any character. but will heal any number of different people in a day. the wearer is told to not kill himself. the vision fades quickly and can not be regained. Contrariness — the wearer will not wish to remove this ring and it cannot be removed without a remove curse spell (third level clerical spell). etc. A weakness ring which does not work in reverse will never do so. Wand of Fire Balls — On activation. the wand produces a fire ball which will travel any distance. Wishes that unfortunate adventures had not happened should be granted.

It takes up only a small amount of space when folded or coiled. traps. The elven cloak and boots can be used by any character. The rope will snake downwards or climb upwards and fasten itself upon being so instructed by the user. Bag of Devouring — Looks just like a Bag of Holding but is actually an extension of an extra-dimensional monster. Broom of Flying — the user must know the "Word of Command. The command word should be magically engraved on the broom or otherwise distinguished but not impossible to obtain by the broom's owner.
DUNGEON MASTERING AS A FINE ART
Before players can take their bold characters on adventures into the misty mysterious dungeons. Elven Boots — allows for completely silent movement. or 300 for the gold and no more. Helm of Evil/Good — when a character places this helmet upon his or her head it immediately changes their alignment to the exact opposite: lawful good to chaotic evil.000 gold pieces in his
38
SAMPLE CROSS SECTION OF LEVELS
. of course. The device can be removed only with a cleric's remove curse spell.Bag of Holding — Sack sized magic bag which will hold 10." but then the broom will carry the user 240 feet per turn or come to him a distance of up to 240 feet on command. passages. and surprises for the unwary. strong line is fifty feet long. closed rooms.
hands without suffering from being over loaded or encumbered. has a hireling or non-player character flunkie try out a newly found piece of equipment. Gauntlets of Ogre Power — the character wearing these gauntlets adds from 2-8 points to damage caused when striking with any weapon — doing 2-8 hit points merely with his fist — because of the additional power these gauntlets bestow. The bag will then weigh 600 gold pieces in weight. Elven Cloak — makes the wearer next to invisible (i. Anything placed within it is devoured in 7-1 2 turns. having the appearance of perhaps a coil of normal rope about ten feet in length. but an attack could be stopped once begun.
Note Regarding Magic Items:
If a character. Carrying an extra person reduces the flying speed to 180 feet. The geomorphic dungeon levels provided with this game contain many suggestions and will prove very useful. chaotic good to lawful evil. the Dungeon Master must take stringent measures against the character. It can then be used to climb upwards or downwards. pencil in hand. and it will bear up to 10. and it has the ability to obey certain commands from its owner. demand to keep it if it proves to be beneficial. The gauntlets do not add to hit probability. for characters subtract 1 . The person made to act as guinea pig by testing the magic item will. Suggestions to kill oneself or do other acts contrary to the victims nature will not be carried out.000 gold pieces in weight without breaking. There should be several levels and each level should have access above and below and be made up of interlocking corridors. and the person wearing the helm will do everything in his power to resist removal of the device. If more intelligent than the creature or character the wearer of the helm may be able to impress his will upon the creature. For monsters subtract 2 from their saving throw against this spell. Rope of Climbing — this thin. A neutral person wearing the helm will simply be totally self-seeking and do nothing to help anyone else in any way. and map out the dungeons on graph paper. seen only on roll of 6 or a see invisible spell).000 gold pieces or an object up to 1 0 feet X 5 feet X 3 feet in size. The morale of those in the character's employ will plummet if they learn of such conduct. and vice versa. stairs. the Dungeon Master must sit down.Anyone putting on this helmet can read the thoughts of any creature within 90 feet. fearing to contact some harmful magic item. or if it is a harmful item the person putting it on will seek revenge on the character who had him try the item out. just as if he were an ogre ( 1 8 strength).
Helm of Telepathy -.e. secret doors. This power also allows him to grasp and crush things with great ease. The wearer is able to carry weight equal to an additional 1.

or they will lose interest in the game and not come back. The Halfling and the thief are right behind him. You see a room. be it Zeus. Many rooms should be empty. I hear slithering noises!" "Let the elf try to open his secret door. try to keep the action moving at a dramatic pace. usually without treasure."
Player Caller D. then randomly assign treasure and monsters to the other rooms using the selection provided in the game or appropriate tables. everybody.M. the characters have the option of turning around and going back to the surface. most often in corridors and passageways. Cthulhu or whatever." "Does he hear anything?" (Carefully rolling a secret die for end-ofturn wandering monster) "No. A small wooden chest on the floor in the middle of the room." "Anything else in the room?" "Some trash along the walls. and the action taken up
again another day." When characters swear they call on the wrath of their appropriate deities. are randomly distributed." "We're walking north. You cut him in half. If the adventurers have a leader. knights talk in flowery phrases and always say "thou" rather than "you. a table and benches." (Rolls a six-sided die) "A four. He swings .M.) You don't see anyone in the room in front of you. etc. describe the scenery. Once the game begins. Another should act as "caller" and announce to the Dungeon Master what action the group is taking. 'Careful. Ochre jellies. the door bursts open. East. etc." "Other half of the room is the same dimensions as the first one."
D."
slithering noises outside. One of the players should keep a "Chronicle" of the monsters killed.
Caller
D.6 hit points at most) but will delay the party while they get the trapped character out. A thousand gold pieces spill out!" "Good! The fighter . ." "Aha! The fighting man and the halfling will enter the room.M.M. the caller would logically be that player." "Nope." "How about doors?" "No doors in either part of the room.
Caller D. it may be booby-trapped!' " "The fighter kicked the chest with his boot. An 18!" "It's a hit. A roll of 1 or 2 indicates that some monster is there. Caller
"The elf and the dwarf will search for secret
doors. only three feet wide. 'Surface dwellers! Kill them.M. Roll your damage. etc. "Hey. Traps should not be of the "Zap! You're dead!" variety but those which a character might avoid or overcome with some quick thinking and a little luck. cut them to mincemeat! Pound them to hamburger!'" "The fighting man is ready. Non-player characters should have appropriate speech.
Caller
D. Falling into a relatively shallow pit would do damage only on a roll of 5 or 6 ( 1 . but he carefully rolls a concealed die. This is easiest done if he uses a piece of graph paper marked North. The halfling will
stay at the door and listen." "It is knocked over. . running
"Halfling will listen at the door. there is no end to the variation possible. Nothing of value.M.M. Halfling. movable walls. ten feet wide by fifteen feet high. Dramatize the adventure as much as possible. PART OF FIRST LEVEL
Each new room or area is given a code number and a record made on a separate page of what it contains. treasure.
dismal depths. Roll a 6-sided die for each room. Caller "You're in a stone corridor. The rest of the party comes into the room and we shut the door.M. illusion rooms.M. It's a dark passage. The dramatic talents of the Dungeon Master should be used to their fullest extent. 40 feet. One player should map the dungeon from the Dungeon Master's descriptions as the game progresses.M. From the door it runs due east 30 or so feet and then the other leg of the L runs north. West with the entrance to the dungeon level drawn in near the center. The possibility of "death" must be very real. It's five feet wide. running north-south. Everybody fill your packs and pockets with the gold. green slime."
Caller
"The fighting man will open the door. Both mapper and caller must be in the front rank of the party. hidden items. He's
got his sword out. ready to strike.
Caller D. make interesting variations. Caller D.M." "He's dead."
D. if any. . If the going gets rough. Player
"O. black puddings. .M. Caller
D. Hidden rooms. It adds to the fun. time suspended.
Caller D. etc.M.K. The lid comes open. Place a few special items first. but the players must be able to win through with luck and courage.) "He doesn't hear anything. But the hobbit guarding the door reports hearing
Caller D. The second orc is on you. teleportation devices. Wandering monsters are usually determined randomly as the game progresses.SAMPLE FLOOR PLAN." (Rolls) "A 2. monsters. treasure obtained. (After determining which part of the room is being searched he rolls a secret die) "The elf finds a secret door in the northernmost 1 0 foot wall section in the eastern half of the L. spike that door of yours shut!" "The elf opens the secret door." "Fifty feet up along the corridor there's a door in the east wall.
Caller D.M. dead ends. The others will watch the corridor. (They must enter and carefully examine to map a room. Try to keep the dangers appropriate to the levels of the characters and the skill of your players. Caller D. If time runs out the characters can always be left at some appropriate spot within the
D. The dwarf will hold the door." (the fight continues until all four orcs lie dead. South."
Caller
D." "We search for more treasure. 20 feet wide.M. Since the game (and the dungeons) are limited only by the imagination of the Dungeon Master and the players.
(He knows there is nothing they can hear..M. orcs are gruff and ungrammatical. He swings (rolls die).) "We search the other half of the room. L-shaped.
EXAMPLE D."
"The halfling says." 39
." "Around the corner come four orcs. Crom. You find four bunks.

The party then enters the underworld.M. Needless to say the tower stood vacant for a while after this. down the passage toward you . . The town is located on the ruins of a much older city of doubtful history and Zenopus was said to excavate in his cellars in search of ancient treasures. A final word to the Dungeon Master from the authors. 120 ft. create and experiment with new ideas. No two Dungeon Masters run their dungeons quite the same way. At the Green Dragon Inn.M. Enjoy!
D. Figures are available for all the character types of Dungeons & Dragons as well as for most of the monsters. but then the neighbors and the night watchmen complained that ghostly blue lights appeared in the windows at night." "In what order?" "Elf in front. they can be arranged in battle order on the table top and the movement through passages and rooms imagined.K. and the story tellers are always careful to point out that the reputed dungeons lie in close proximity to the foundations of the older. that ghastly screams could be heard emanating from the tower at all hours. Robert E.
straight north. into the secret passage. Many gamesters start with a trip across country to get to the entrance to the dungeon — a trip apt to be punctuated by attacks by brigands or wandering monsters or marked by strange and unusual encounters. Portown is a small but busy city linking the caravan routes from the south to the merchant ships that dare the pirate-infested waters of the Northern Sea. squeeze back down the corridor and see if you can find a trap door." "You've proceeded north 100 feet when the elf comes to a stop. prehuman city. but the few adventurous souls who have descended into crypts below the ruin have either reported only empty stone corridors or have failed to return at all.R. appropriately. Fighter behind him.M. Caller D. 'There's a hollow space under the floor here somewhere. go back to the door and listen for noises in the room we just left!" "Dwarf says. Caller D.Caller D. Do not hesitate to invent. The Dungeon Master should read the background material above to the assembled players and then let them decide how they will proceed. Other magic-users have moved into the town but the site of the old tower remains abandoned. Humans and non-humans from all over the globe meet here. tries to capture the maximum treasure with the minimal risk and escape alive.. X 1 0 0 f t . and goblin figures could be seen dancing on the tower roof in the moonlight. the dungeon. next door to the graveyard. the pieces rearranged for combat or other changes of formation. as anyone who has learned the game with one group and then transferred to another can easily attest." "See anything?" "Passage is empty as far as he can see. Agree on a probability that an event will occur and convert it into a die roll — roll the number and see what happens! The game is intended
. the Dungeon Master should recommend employing one or more men-at-arms. your adventurers may need a little help! The imaginary universe of Dungeons & Dragons obviously lies not too far from the Middle Earth of J." "O. Fox. The entrance to the old dungeons can be easily located as a flight of broad stone steps leading down into darkness. Fifty years ago. the wizard's tower was suddenly engulfed in green flame. Howard.. classical mythology and any other source of inspiration the Dungeon Master wants to use. The stairway from the surface leads twentyfive feet straight down and ends in the corridor marked START on the Dungeon Master's map. Caller
"Right. A — This is a large room. These non-player characters can then be "rolled up" and hired out for a share of the treasure.M. Do not hesitate to have lawful or helpful characters chance by at times.K. and to the sea. with his infravision. Caller
to be fun and the rules modified if the players desire. Where's
that torch?"
Sample Dungeon
Background — 100 years ago the sorcerer Zenopus built a tower on the low hills overlooking Portown. the players of the game gather their characters for an assault on the fabulous passages beneath the ruined Wizard's tower. Whispered tales are told of fabulous treasure and unspeakable monsters in the underground passages below the hilltop. west and the south wall. so that the game will proceed most rapidly at the exciting moments when the enemy is encountered."
"With his infravision?"
Caller
D. The Dungeon Master should have all this completely mapped out. Several of his human servants escaped the holocaust. it is highly recommended that no one attempt it alone. The tower was close to the sea cliff west of the town and.R. the success of an expedition depends on the Dungeon Master and his creation.M.M. saying their master had been destroyed by some powerful force he had unleashed in the depths of the tower. There are doors in the east. Obviously. hit points and attack die rolls calculated and recorded. The D & D universe also impinges on the fantasy worlds of Fritz Leiber. These rules are intended as guidelines. Imagination is the key to a good game.M. Finally the authorities had a catapult rolled through the streets of the town and the tower was battered to rubble. If miniature figures are used. Improvise. on a cold wintry night."
This example could be played with maps and pencil and paper. . Caller D. The room is furnished with rough tables and benches and as many 40
Somebody "Here it is." "What's the matter?" "He sees a gelatinous cube filling the passage 60 feet ahead. Because of the nature of some of the traps in the dungeon. Tolkien's great Lord of the Rings trilogy." "Crom's devils! Somebody get a torch alight. Gardner F. to the graveyard. Elf. everybody. If only one player is taking his or her character into the dungeon.'" "O." "The gelatinous cube begins to slide slowly D. Rumor has it that the magician made extensive cellars and tunnels underneath the tower. Dwarf will close the door and bring up the rear. This stopped the hauntings but the townsfolk continue to shun the ruins. You are sure to encounter situations not covered by these rules. Dwarf.

.

room with a north door and an open door at the south end. north. One of the chests contains an additional 2000 copper pieces but the chest is boobytrapped and an opening releases a cloud of sleep gas filling an area 6 X 6 X 6 feet. The rats are armor class 7 (leather). Concealed in a mass of old bones.
S9
I16
W9
C1O
D11
C12
Level 4. minus one point. have 2 hit points each. the statue must be rotated on its base (it turns easily) until it faces the door. There are several cloaks hanging on pegs and in a pocket of one cloak there is a magical potion of growth in a glass vial. B — This is a 50 ft. The Dungeon Master determines the exact number of turns of unconsciousness by secret roll of a 6-sided die. Actually this man is one of the smugglers from the sea cave whose curiosity allowed him to wander too far into the underground.beds as there are occupants. The rest of room F is occupied by 3 stone statues of men. The occupants are goblins.. Near him is a second level fighting man whom he holds under a charm spell. The size of the rooms and the number of doors is variable. chewed leather straps and bits of armor in its nest is a belt attached to which is a silver dagger (50 gold piece value) in a sheath and a bag containing 50 electrum pieces. If half their number is killed. tall stone statue in the center. The magic-user himself is standing behind a work table in the southwest corner. add + 1 to his saving throw score. Doors to this room always open from the outside. seven or eight goblins. subtracting a 1 if the character has a high constitution. There are 2-8 giant rats in the room. There are four skeletons in the niches. they run out the door at the end of the room farthest from the cleric. The goblins wear leather armor and carry swords and daggers. as shown on the Dungeon Master's map. dirty clothes. and have a treasure. To open any door. Then the door opens easily.
42
D — An almost empty room with a 6 ft. the door starts to slowly shut. (The magicuser's secret corridor (S to F) is 5 feet by 5 feet. then. Anyone within this area who fails to make his saving throw against poison falls deeply asleep for a number of turns. There are at least three goblins. then they all rush out and attack until destroyed or turned away. 500 silver pieces each. He wears a jeweled belt (stolen) with rubies worth 1000 gold pieces. F — This is a magic-user's room. but two contain coins. etc. They can each take one 8-sided die of hits. The room is 50 ft. by 60 ft. east and west. in reality. There is no treasure in this room.
From inside the room all doors are firmly held shut except the one the statue is facing — that door can be easily opened. Once it has been opened.) Remember that at the end of 3 turns a wandering monster might appear — corridors are likely places for this to happen. A first level cleric must roll a 7 or more with two 6-sided dice to turn them and then make a second roll to see how many are turned away. i. wizard lock and web. If surrender is accepted the captured goblins will offer to lead the party to a treasure but will. The four deep niches in the walls can be seen from the north doorway but they are covered with cobwebs and nothing can be seen within them. subtract one — the result is the goblin's hits. If one is rolled do not subtract. he carries a magic + 1 sword. they are held by the equivalent of a "wizard lock. When caught in this room he will (a) direct the fighter to attack.e. south.
. G — Gloomy. He is an evil thaumaturgist (fourth level) who has been trying to take over the dungeon level. activated by a powerful spring in the hinges — it will stay open to allow the party to enter. It takes a turn of careful searching in the refuse to come up with these things. They do not attack unless someone advances over ten feet into the room. charm person. the other(s) will try to escape through one of the doors or surrender.e. The room is totally dark and the floor is covered with an inch of undisturbed dust. and (b) try to exit through the secret door behind him. He carries a scroll of levitation. more than five. etc. He will use the wand on anybody entering his hideaway. If magic is thrown at him his saving throw is better than that of magic-users of the third level.
S 1 2 I 1 0 W9 C 1 3 D 1 0 C 1 2 Level 2. While doing this there is a 50% chance that he will drop the magic scroll. have five goblins. Hits 11
The thaumaturgist (4th level magic-user) knows six spells: read magic. Most of the sacks contain junk. old bones. They will attack if the room is entered. if more than three are in the party. If turned." E — Room E is always an empty room. protection from good (he is lawful evil). X 50 ft. C — C is an empty corridor. Doors can not be forced open. Armor class 5 (chainmail).. The fighter is basically neutral but will attack fiercely on command from the magic-user. roll a regular hit die. Hits 9
If he can get out the door he will put a wizard lock on it and run up the stairs to his tower. All corridors in this dungeon are 1 0 feet wide and 1 0 feet high. There is a large door in the south wall and a smaller one in the north wall. Piles of rocks and rubbish four feet high cover the floor. magic missile. There is a door in the center of every wall except the north. There is a door in the middle of each wall. They are men turned to stone by the magic-user with a special wand which he has in his tower. The Dungeon Master should increase the number of goblins if the party of adventurers is a large one — i. try to guide them to one of the dangerous trap rooms and
then run. The statue is facing the door by which the party just entered. but they are hiding in the shadows and not easily seen. The door opens outward into the corridor. An elf or a dwarf might spot them (on a roll of say 1 or 2 on a sixsided die).
There are small wooden chests under each bed and several leather sacks hanging on pegs along the wall. but at the same time the statue will rotate on its base to face the opening door.

If the spider makes his first hit he has dropped on the character and knocked him down. torches in the hands of the occupants will shed a dim glow. assume that all characters
know how to swim. and the spider gets the next blow. The ceiling is out of sight in the darkness but there are large spider-webs in the corners." Since the shadow has to be held on IV. If the party enters and does not see the spider." It will give a reasonable answer to any brief pertinent question and then say. sitting in one of the boats. irregularly shaped.. The pirates
always throw the monster a large fish or the body of
one of their victims and so it does not attack their boats. one. Anyone falling in will be swept away unless he has a strength of 1 5 or better. is an inscription: "I'll answer questions. on which are drawn up two row-boats. (At the Dungeon Master's discretion he may increase the number of pirates. The octopus gets 6 attacks per
melee round!
N — This large room — 1 2 0 feet by 70 feet — is
part of the catacombs of the city. armor class 7.
I — Doors in the north. The Dungeon Master will have to evaluate the characters' attempts to cross. The walls of room H are fitted granite blocks as is the ceiling 20 feet above. If it is night. I'll answer. about 1 0 feet high. after that he hits normally. There is an exit to the west. If it is day up above. and takes 2 hit dice (8 hit points). 3 hit dice ( 1 6 hit points).1 on saving throw dice because it is so strong). 50 ft. Men in metal armor will sink to the bottom if they fall in. M — A large sea cave with entrances to the north
and south. If he misses he lands beside the victim on the floor and the battle proceeds from there.
There is a giant crab concealed under the sand on the south beach. There
are four pirates present now.
The magic is activated by shining the light of a single torch. others run a 50% chance of taking a die of damage from drowning. There is a large octopus at the
bottom of the sea cave. X 50 ft. wide. but right now she is bound and gagged. the other 1000 electrum pieces and 1 2 gems each worth 100 gold pieces. There are east and
west entrances on both sides of the river to the sandy beach. The entrance to the sea is to the west about 500 feet. It enters and exits through holes in the east and west wall with less than a foot of air space over the water. They may be able to shed their armor (50% chance) in one turn and get to the surface. about the size of a manhole cover. K — A cavern. The channel is 1 0 feet deep and the current is swift. Her family would be very grateful to get her back. armor
class 7 (leather). I never speak til it be
four. not the one occupied by the pirates. and are armed with cutlasses.) Each pirate carries 2 . with doors in the north and south walls. which will attack boats. He is armor class 3 (plate mail). Hit Dice 2
The treasure is in two chests in the first boat. lantern. it can be found only if the beast is cut open. The floor is also rock. She is lying in the bottom of the second boat. in armor class 3 (plate mail). Anyone with a constitution of 1 2 or better will survive unhurt. the monster will select a victim (by random number assignment of some sort) and try to drop on top of him. The prisoner is a girl. the cave will be
dimly illuminated by sunlight coming through the tunnel. They are normal men ( 1 6-sided hit die). The bronze mask then opens its eyes and says "Speak. even by walking around the sundial with a light. in common language.8 points of damage and is poisonous ( ."
shallow beach where flotsam from the river is deposited. It runs 60 feet in 1 turn. Every turn there is a 25% chance of another boatload of 2-5 pirates rowing in. and his bite causes 1 . 1 5 feet wide on each bank and the drop into the river is sheer. etc.
The cave is used by smugglers and pirates. Lemunda the Lovely. but a +1 dagger is imbedded in the spider's body (evidently a souvenir from some previous battle). There is a sandy beach. on the sundial so the shadow of the gnomon falls on the Roman numeral IV. It will attack anything that moves on either beach. The character knocked down makes his first hit with a -2 off his roll. There is a 43
Lemunda the Lovely: S10 I14 W12 C15 D12 C17 Level 2. has 6 hit dice ( 3 1 hit points). If the octopus makes a "hit" with a tentacle it will not
do any damage immediately but will pull the victim overboard and try to drown him.H — A room 80 ft. Set into the stone of the west wall is a bronze mask. although there is a possibility of meeting
another boat coming in.
so anyone can see without lights. It strikes with its giant claws one at a time as fast as a man. The pirates use the cave to hide treasure and there are chests in the first boat and a prisoner in the second boat. There is a river running through the room. An enormous spider lurks in the darkness of the roof. Being dragged under the rock wall between rooms is dangerous.
Exit from the underground can be made by rowing
out to the sea. I will not speak again today. now go away. If the spider gets a knock-down it is a surprise (naturally). One chest contains 2000 silver pieces. south and east walls give entrance to this room. "I've answered one. Lemunda is a good fighter in her own right and carries a concealed dagger in her girdle. The north wall has caved in and there are doors only at the east and west
. There is phosphorescent fungus growing on the rocks. The current will deposit anyone swept away in room K at the end of a turn. The cave is completely dark. He will drop on unwary adventurers.1 2 gold pieces in his purse (roll 2 6-sided dice). talking. with the river running through it. There is no treasure in this room. there is little chance of triggering the magic accidentally. whose father is a powerful lord in the city above. J — A room 60 by 50 feet. characters without lights or infravision will have to feel their way out. See H for more information about drowning. The river is only 3-4 feet deep at the center of
the channel and can be forded. There are doors in the middle of all 4 walls. Below the mask. The eyes and mouth are shut. no more. L — Another cave with the river running through it. In the center of the room is a bronze sundial on a low pedestal. thirty-five feet above.

Unconsciousness lasts 1 to 6 turns. The coffins contain. depending on the Dungeon Master's die roll. making 1 full turn. 4 hit points.
#5 animated skeleton (7 hit points). It will then return to the coffin with its owner. By the time the adventurers have worked their way
P — This room is 50 by 80 feet and has doors in all
four walls.
The sarcophagus lids are heavy. They can take 2 hit dice ( 1 1 . The rats will not.
S1 — Ground floor of the magician's tower. There is a door to the north and a spiral stair leading up. RT— Rat tunnels. loose pages of parchment. #3 skeletal form wears rings and a coronet worth
moves 100 feet per turn. If the dagger is removed it will flash away into the air. are closed. but only for 1 person and only once. one man would have to slide the lid off. It will attack as soon as
the lid is removed. If the magic-user opens the
cage there is a 25% chance the ape will attack him. Hidden among the undecipherable parchment notes on the table is a scroll which reverses the wand effect. turn and attack the one who touched it. cooking utensils and a few chairs. etc. skulls. the Dungeon Master will probably have
lots of ideas of his or her own to try out. in addition to indescribable
through this. The tunnels form an endless maze and there is no end to the rats. The ghouls are armor class 6. The ape is 2 hit die and is armor class 7 (leather). 2 hit dice ( 1 3 hit points).
Against the south wall there is an ape in an iron cage. Six. but narrow (2 foot wide). If he is not in room F he will be found here.
#6 skeletal form in chainmail holds a magic sword + 1 . A
. The stair ends in a closed trap door in the ceiling. #2 contains a partially clothed skeleton which holds a jeweled dagger in the bony hands folded across its chest.
#4 skeletal form wears jewelry worth 900 gold
pieces. ending in a trap door in the ceiling. At the end of each turn or each 1 0 melee rounds there is another 50% chance that a rat will enter from the tunnels. It contains two ghouls and some smashed
coffins. If the adventurers open one. is armed with a curved scimitar. Thus it will take several turns to get them all open and the rats are pretty sure to
as soon as he gets out — he hates the cage and has been waiting to get even. round and dug through the soft earth of the cemetery. The room contains a giant snake. however. but it should be
one. The spiral staircase begins at floor level at the north wall and winds around up to the roof 25 feet above. The tunnels intersect the dungeons at the northernmost corridor and at room N. The magic-user keeps his wand of petrifaction (turns flesh to stone if he makes a hit with it) hidden in
a secret compartment of the table (only 5% chance of
locating this compartment). If
show up. No doors. and will attack
room N except to go back to the tunnels. What lies in the (undiscovered) deeper levels where Zenopus met his doom? Do the pirates have other treasure troves hidden in the sea caves? What
inhuman rites are practiced deep in the ghoul haunted
passages beneath the graveyard? What are the townspeople going to do when they discover that our friends
are tampering with Things Better Left Alone? 44
hard for him to fight (a -2 from his attack die roll). Ten stone sarcophagi are scattered
about. The key is in the lock of the cage door. The dancing dagger is hard to hit — armor class 3 — and if hit it falls to the floor and remains motionless for 3 melee rounds and then takes up the attack again! Putting it back in the sarcophagus will stop the attacks of course. also with 1 a spiral stair leading to the roof. and if they score a hit they can paralyze their opponent (unless he is an elf).
S — Spiral Staircase. roll a die to see which they have chosen.
The east door leads to a short dirt tunnel which
ends blindly under the cemetery. table. The trap door above leads to room S2. The room is unoccupied. trap door closed. doing 1 die of damage. Any warrior-type drawing it from the scabbard will feel the surge of magical power it gives.
anyone else opens the cage. There are a fireplace. the ape will attack someone in the room and then try to escape through a
window. leave
floor.ends of the tomb. entered through the trap door in the floor. armor class 6 (leather and shield). When the party enters the room there is a 50% chance a giant rat will burst through the loose dirt at the north end of the room and attack. The magic-user himself is described in room F. every 200 feet a 50% chance of coming on 5 gold pieces. armor class 7. 50 platinum pieces and 5 gems each
worth 1 0 gold pieces. There is a secret door under the stairs. however. #1 contains only moldering bones but releases a
cloud of noxious gas which renders unconscious
anyone within 3 feet unless they make their saving
throw against poison. It strikes as a 1 hit die monster and will continue to
halfling or dwarf would be at no particular disadvantage. and
attack until it draws blood. Four or more men can lift them off. just like the one in the room below. lamps. tall windows in each wall. They are only 3 feet in diameter. or its
intended victim runs from the room. Rats are described under room N. Design your own dungeon or dig new passages and levels in this
odds and ends. down the side of the tower and off through the city streets. S2 — Just above S and shaped the same. chemicals. The door to the street outside and the trap in the ceiling are both open. This is the wizard's study. 9 hit points respectively). opened by pressing a
hidden catch. north and south as well as the trap doors in the ceiling. Every 100 feet there is a 50% chance of meeting a rat.
There are two visible doors at ground level. and this would take 1 turn. Armor class 7. four empty with the tops off. mystic designs on the
300 gold pieces. and here he has his two giant volumes of magic spells. leading up to room S1. A man could crawl through them.

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